| 1 | /**************************************************************************************** |
| 2 | |
| 3 | Copyright (C) 2015 Autodesk, Inc. |
| 4 | All rights reserved. |
| 5 | |
| 6 | Use of this software is subject to the terms of the Autodesk license agreement |
| 7 | provided at the time of installation or download, or which otherwise accompanies |
| 8 | this software in either electronic or hard copy form. |
| 9 | |
| 10 | ****************************************************************************************/ |
| 11 | |
| 12 | //! \file fbxnode.h |
| 13 | #ifndef _FBXSDK_SCENE_GEOMETRY_NODE_H_ |
| 14 | #define _FBXSDK_SCENE_GEOMETRY_NODE_H_ |
| 15 | |
| 16 | #include <fbxsdk/fbxsdk_def.h> |
| 17 | |
| 18 | #include <fbxsdk/core/fbxobject.h> |
| 19 | #include <fbxsdk/core/math/fbxtransforms.h> |
| 20 | |
| 21 | #include <fbxsdk/fbxsdk_nsbegin.h> |
| 22 | |
| 23 | class FbxStatus; |
| 24 | class FbxNodeAttribute; |
| 25 | class FbxCachedEffect; |
| 26 | class FbxLODGroup; |
| 27 | class FbxNull; |
| 28 | class FbxMarker; |
| 29 | class FbxSkeleton; |
| 30 | class FbxGeometry; |
| 31 | class FbxMesh; |
| 32 | class FbxNurbs; |
| 33 | class FbxNurbsCurve; |
| 34 | class FbxLine; |
| 35 | class FbxNurbsSurface; |
| 36 | class FbxTrimNurbsSurface; |
| 37 | class FbxPatch; |
| 38 | class FbxCamera; |
| 39 | class FbxCameraStereo; |
| 40 | class FbxCameraSwitcher; |
| 41 | class FbxLight; |
| 42 | class FbxOpticalReference; |
| 43 | class FbxSubDiv; |
| 44 | class FbxCharacter; |
| 45 | class FbxSurfaceMaterial; |
| 46 | class FbxAnimStack; |
| 47 | class FbxAnimCurveFilterMatrixConverter; |
| 48 | |
| 49 | /** Represents an element in the scene graph. A scene graph is a tree of FbxNode |
| 50 | * objects. The tree management services are self contained in this class. |
| 51 | * |
| 52 | * \note The FBX SDK does not test the validity of the constructed scene graph. It |
| 53 | * is the responsibility of the caller to make sure that it does not generate cyclic |
| 54 | * graphs in a node hierarchy. |
| 55 | * |
| 56 | * Besides the tree management, this class defines all the properties required to describe |
| 57 | * the position of the object in the scene. This information include the basic Translation, |
| 58 | * Rotation and Scaling properties and the more advanced options for pivots, limits, and IK joints |
| 59 | * attributes such the stiffness and dampening. |
| 60 | * |
| 61 | * When it is first created, the FbxNode object is "empty" (i.e: it is an object without any |
| 62 | * graphical representation that only contains the position information). In this state, it can |
| 63 | * be used to represent parents in the node tree structure but not much more. The normal use of |
| 64 | * this type of objects is to add them an attribute that will specialize the node (see the |
| 65 | * "Node Attribute Management" section). |
| 66 | * |
| 67 | * The node attribute is an object in itself and is connected to the the FbxNode. This also |
| 68 | * means that the same node attribute can be shared among multiple nodes. FbxCamera, FbxLight, |
| 69 | * FbxMesh, etc... are all node attributes and they all derive from the base class FbxNodeAttribute. |
| 70 | * |
| 71 | */ |
| 72 | class FBXSDK_DLL FbxNode : public FbxObject |
| 73 | { |
| 74 | FBXSDK_OBJECT_DECLARE(FbxNode, FbxObject); |
| 75 | |
| 76 | public: |
| 77 | /** |
| 78 | * \name Node Tree Management |
| 79 | */ |
| 80 | //@{ |
| 81 | /** Get the parent node. |
| 82 | * \return Pointer to parent node or \c NULL if the current node has no parent. |
| 83 | */ |
| 84 | FbxNode* GetParent(); |
| 85 | const FbxNode* GetParent() const; |
| 86 | |
| 87 | /** Add a child node and its underlying node tree. |
| 88 | * \param pNode Node we want to make child of \c this. |
| 89 | * \return \c true on success, \c false if \e pNode is \c NULL or the system is |
| 90 | * unable to make the connection. |
| 91 | * \remarks If \e pNode already has a parent, first it is removed from current parent and then |
| 92 | * added to this one. |
| 93 | */ |
| 94 | bool AddChild(FbxNode* pNode); |
| 95 | |
| 96 | /** Remove the child node. |
| 97 | * \param pNode The child node to be removed. |
| 98 | * \return The removed child node. |
| 99 | */ |
| 100 | FbxNode* RemoveChild(FbxNode* pNode); |
| 101 | |
| 102 | /** Get the number of children nodes. |
| 103 | * \param pRecursive If \c true the method will also count all the descendant children. |
| 104 | * \return Total number of children for this node. |
| 105 | */ |
| 106 | int GetChildCount(bool pRecursive = false) const; |
| 107 | |
| 108 | /** Get child by index. |
| 109 | * \param pIndex The child index. |
| 110 | * \return Child node or \c NULL if \e pIndex is out of range (i.e: < 0 or > GetChildCount()). |
| 111 | */ |
| 112 | FbxNode* GetChild(int pIndex); |
| 113 | |
| 114 | /** Get child by index. |
| 115 | * \param pIndex The child index. |
| 116 | * \return Child node or \c NULL if \e pIndex is out of range (i.e: < 0 or > GetChildCount()). |
| 117 | */ |
| 118 | const FbxNode* GetChild(int pIndex) const; |
| 119 | |
| 120 | /** Finds a child node by name. |
| 121 | * \param pName Name of the searched child node. |
| 122 | * \param pRecursive Flag to request recursive calls. |
| 123 | * \param pInitial If set to \c true, the search compares the initial name of |
| 124 | * the node (see the FbxObject class) |
| 125 | * \return Found child node or \c NULL if no child node with this name exists. |
| 126 | */ |
| 127 | FbxNode* FindChild(const char* pName, bool pRecursive=true, bool pInitial=false); |
| 128 | //@} |
| 129 | |
| 130 | /** |
| 131 | * \name Node Target Management |
| 132 | * The FbxNode class allows the client to set a "follow" target node. This target |
| 133 | * forces the node to re-align itself so it points to the target. By default, the node |
| 134 | * uses its X axis as the aiming constraint. A rotation offset can be added to change |
| 135 | * this behavior. While the default relative orientation to the target (the X axis) is |
| 136 | * sufficient for the FBX cameras (with a (0,0,0) rotation vector, they are aiming |
| 137 | * along the X axis), this rotation offset becomes particularly useful with the lights |
| 138 | * objects because their default orientation (when they have a 0,0,0 rotation vector) is to |
| 139 | * point along the -Y axis and they need to be adjusted with a 90-degree offset on the Z axis. |
| 140 | * |
| 141 | * The FbxNode class also permits the use of node to define an Up-vector. By default, |
| 142 | * the node's up vector points towards the Up node. If the Up node is not specified, |
| 143 | * then the node's Up vector points towards the Y axis. Here too, a rotation offset can be |
| 144 | * added to change the default behavior. |
| 145 | * |
| 146 | * Of course, these offsets can be applied to anything, not only the cameras and lights. |
| 147 | * |
| 148 | * \note Objects in the FBX SDK are always created in the right handed, Y-Up system and need |
| 149 | * to be adjusted for any other axis system by explicitly convert them (the class |
| 150 | * FbxAxisSystem can help in that process). |
| 151 | * |
| 152 | */ |
| 153 | //@{ |
| 154 | /** The target must be part of the same scene and it cannot be itself. |
| 155 | * \param pNode The target. |
| 156 | */ |
| 157 | void SetTarget(FbxNode* pNode); |
| 158 | |
| 159 | /** Get the target for this node. |
| 160 | * \returns \c NULL if target isn't set. |
| 161 | */ |
| 162 | FbxNode* GetTarget() const; |
| 163 | |
| 164 | /** Set rotation offset from default relative orientation to target. |
| 165 | * \param pVector The rotation offset. |
| 166 | */ |
| 167 | void SetPostTargetRotation(FbxVector4 pVector); |
| 168 | |
| 169 | /** Get rotation offset from default relative orientation to target. |
| 170 | * \return The rotation offset. |
| 171 | */ |
| 172 | FbxVector4 GetPostTargetRotation() const; |
| 173 | |
| 174 | /** The target up node must be part of the same scene and it cannot be itself. |
| 175 | * \param pNode The target. |
| 176 | */ |
| 177 | void SetTargetUp(FbxNode* pNode); |
| 178 | |
| 179 | /** Get the target up node. |
| 180 | * \return \c NULL if the target up model isn't set. |
| 181 | */ |
| 182 | FbxNode* GetTargetUp() const; |
| 183 | |
| 184 | /** Set up vector offset from default relative target up vector. |
| 185 | * \param pVector The rotation offset. |
| 186 | */ |
| 187 | void SetTargetUpVector(FbxVector4 pVector); |
| 188 | |
| 189 | /** Get up vector offset from default relative target up vector. |
| 190 | * \return The up vector offset. |
| 191 | */ |
| 192 | FbxVector4 GetTargetUpVector() const; |
| 193 | //@} |
| 194 | |
| 195 | /** |
| 196 | * \name Node Display Parameters |
| 197 | */ |
| 198 | //@{ |
| 199 | /** Set the node Visibility value from the boolean parameter. |
| 200 | * \param pIsVisible Node is visible in the scene if set to \c true. |
| 201 | * \remarks This method checks for the validity of the property before attempting to |
| 202 | * set its value. In fact, the exact same result can be achieved by the following code: |
| 203 | * \code |
| 204 | * if( Visibility.IsValid() ) |
| 205 | * { |
| 206 | * Visibility.Set(FbxDouble(pIsVisible)); |
| 207 | * } |
| 208 | * \endcode |
| 209 | * |
| 210 | * \see Visibility property. |
| 211 | */ |
| 212 | void SetVisibility(bool pIsVisible); |
| 213 | |
| 214 | /** Get the current value of the Visibility property. |
| 215 | * \return \c false if the Visibility property value is 0.0 and \c true for any other value. |
| 216 | * \remarks This method expects the Visibility property to exist and to be valid. If this |
| 217 | * condition is not met, the returned value will be \c false. |
| 218 | */ |
| 219 | bool GetVisibility() const; |
| 220 | |
| 221 | /** \enum EShadingMode Shading modes. |
| 222 | * These shading modes are not directly used by the FBX SDK but it is guaranteed that the information is |
| 223 | * carried to and from the FBX files. The typical context of using these modes is to affect the rendering of |
| 224 | * geometric objects (this is, of course, performed at the application level) and the possible definition |
| 225 | * for each mode is: |
| 226 | */ |
| 227 | enum EShadingMode |
| 228 | { |
| 229 | eHardShading, //!< Solid geometries rendered with smooth surfaces - using the system light. |
| 230 | eWireFrame, //!< Geometries displayed in wire frame. |
| 231 | eFlatShading, //!< Solid geometries rendered faceted - using the system light. |
| 232 | eLightShading, //!< Solid geometries rendered with the scene lights. |
| 233 | eTextureShading, //!< Solid geometries rendered with smooth textured surfaces - using system light. |
| 234 | eFullShading //!< Solid geometries rendered with smooth textured surfaces and scene lights. |
| 235 | }; |
| 236 | |
| 237 | /** Set the shading mode. |
| 238 | * \param pShadingMode The shading mode. |
| 239 | */ |
| 240 | void SetShadingMode(EShadingMode pShadingMode); |
| 241 | |
| 242 | /** Get the shading mode. |
| 243 | * \return The currently set shading mode. |
| 244 | */ |
| 245 | EShadingMode GetShadingMode() const; |
| 246 | //@} |
| 247 | |
| 248 | /** |
| 249 | * \name Node Attribute Management |
| 250 | */ |
| 251 | //@{ |
| 252 | /** Set the node attribute. |
| 253 | * \param pNodeAttribute Node attribute object |
| 254 | * \return Pointer to previous node attribute object. |
| 255 | * \c NULL if the node didn't have a node attribute or if |
| 256 | * the new node attribute is equal to the one currently set. |
| 257 | * \remarks A node attribute can be shared between nodes. |
| 258 | * \remarks If this node has more than one attribute (added via the AddAttribute() method), this call |
| 259 | * will destroy all, but the default node attribute. |
| 260 | */ |
| 261 | FbxNodeAttribute* SetNodeAttribute(FbxNodeAttribute* pNodeAttribute); |
| 262 | |
| 263 | /** Get the default node attribute. |
| 264 | * The default node attribute is the attribute that has been set by the call to SetNodeAttribute(). |
| 265 | * \return Pointer to the default node attribute or \c NULL if the node doesn't |
| 266 | * have a node attribute. |
| 267 | */ |
| 268 | FbxNodeAttribute* GetNodeAttribute(); |
| 269 | |
| 270 | /** Get the default node attribute. |
| 271 | * The default node attribute is the attribute that has been set by the call to SetNodeAttribute(...). |
| 272 | * \return Pointer to the default node attribute or \c NULL if the node doesn't |
| 273 | * have a node attribute. |
| 274 | */ |
| 275 | const FbxNodeAttribute* GetNodeAttribute() const; |
| 276 | |
| 277 | //! Get the number of node attribute(s) connected to this node. |
| 278 | int GetNodeAttributeCount() const; |
| 279 | |
| 280 | /** Get the index, in the list of connected node attributes, of the node attribute that is set |
| 281 | * to be the default one. |
| 282 | * \return Index of the default node attribute or \c -1 if there is no default node attribute set. |
| 283 | */ |
| 284 | int GetDefaultNodeAttributeIndex() const; |
| 285 | |
| 286 | /** Set index of the default node attribute. |
| 287 | * \param pIndex Identifies which of the connected node attributes is becoming the default one. |
| 288 | * This value represent the connection number of the node. |
| 289 | * \param pStatus The FbxStatus object to hold error codes. |
| 290 | * \return \c true if the operation succeeds or \c false if the passed index is invalid. |
| 291 | */ |
| 292 | bool SetDefaultNodeAttributeIndex(int pIndex, FbxStatus* pStatus = NULL); |
| 293 | |
| 294 | /** Get the connected node attribute by specifying its index in the connection list. |
| 295 | * \param pIndex The connection number of the node. |
| 296 | * \return Pointer to corresponding node attribute or \c NULL if the index is out of range. |
| 297 | */ |
| 298 | FbxNodeAttribute* GetNodeAttributeByIndex(int pIndex); |
| 299 | |
| 300 | /** Get the connected node attribute by specifying its index in the connection list. |
| 301 | * \param pIndex The connection number of the node. |
| 302 | * \return Pointer to corresponding node attribute or \c NULL if the index is out of range. |
| 303 | */ |
| 304 | const FbxNodeAttribute* GetNodeAttributeByIndex(int pIndex) const; |
| 305 | |
| 306 | /** Get the connection index of the specified node attribute. |
| 307 | * This method will do a linear search of all the connected node attributes (from the last to |
| 308 | * the first connection) until it finds \e pNodeAttribue. |
| 309 | * \param pNodeAttribute The pointer to the node attribute. |
| 310 | * \param pStatus The FbxStatus object to hold error codes. |
| 311 | * \return The connection number of the node attribute or \c -1 if pNodeAttribute is \c NULL |
| 312 | * or not connected to this node. |
| 313 | */ |
| 314 | int GetNodeAttributeIndex(FbxNodeAttribute* pNodeAttribute, FbxStatus* pStatus = NULL) const; |
| 315 | |
| 316 | /** Add the new node attribute to this node. |
| 317 | * If no other node attribute is already set as the default one, this new node attribute is |
| 318 | * automatically set as the default one. |
| 319 | * \param pNodeAttribute The pointer to a node attribute. |
| 320 | * \param pStatus The FbxStatus object to hold error codes. |
| 321 | * \return \c true if the operation succeeded or \c false if the operation failed. |
| 322 | * \remarks The failing conditions for this methods are: |
| 323 | * - The received object pointer is \c NULL. |
| 324 | * - The received object is already connected to this node. |
| 325 | * - An internal error prevented the connection to successfully complete. |
| 326 | */ |
| 327 | bool AddNodeAttribute(FbxNodeAttribute* pNodeAttribute, FbxStatus* pStatus = NULL); |
| 328 | |
| 329 | /** Remove the node attribute from the connection list of this node. |
| 330 | * \param pNodeAttribute The pointer to a node attribute. |
| 331 | * \return Pointer to the removed node attribute or \c NULL if the operation failed. |
| 332 | */ |
| 333 | FbxNodeAttribute* RemoveNodeAttribute(FbxNodeAttribute* pNodeAttribute); |
| 334 | |
| 335 | /** Remove the node attribute, specified by the connection index, from the connection |
| 336 | * list of this node. |
| 337 | * \param pIndex Index of the node attribute. |
| 338 | * \return Pointer to the removed node attribute or \c NULL if the operation failed. |
| 339 | * \remarks If the specified node attribute is also the default one, its predecessor in |
| 340 | * the connection list will become the new default node attribute. And if there |
| 341 | * are no more predecessors, the node DefaultNodeAttributeIndex is reset to -1. |
| 342 | */ |
| 343 | FbxNodeAttribute* RemoveNodeAttributeByIndex(int pIndex); |
| 344 | |
| 345 | /** Get the default node attribute casted to a FbxCachedEffect pointer. |
| 346 | * \return Pointer to the cached effect object. |
| 347 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 348 | * be successfully casted, this method will return \c NULL. |
| 349 | */ |
| 350 | FbxCachedEffect* GetCachedEffect(); |
| 351 | |
| 352 | /** Get the default node attribute casted to a FbxLODGroup pointer. |
| 353 | * \return Pointer to the lod group object. |
| 354 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 355 | * be successfully casted, this method will return \c NULL. |
| 356 | */ |
| 357 | FbxLODGroup* GetLodGroup(); |
| 358 | |
| 359 | /** Get the default node attribute casted to a FbxNull pointer. |
| 360 | * \return Pointer to the null object. |
| 361 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 362 | * be successfully casted, this method will return \c NULL. |
| 363 | */ |
| 364 | FbxNull* GetNull(); |
| 365 | |
| 366 | /** Get the node attribute casted to a FbxMarker pointer. |
| 367 | * \return Pointer to the marker object. |
| 368 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 369 | * be successfully casted, this method will return \c NULL. |
| 370 | */ |
| 371 | FbxMarker* GetMarker(); |
| 372 | |
| 373 | /** Get the node attribute casted to a FbxSkeleton pointer. |
| 374 | * \return Pointer to the skeleton object. |
| 375 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 376 | * be successfully casted, this method will return \c NULL. |
| 377 | */ |
| 378 | FbxSkeleton* GetSkeleton(); |
| 379 | |
| 380 | /** Get the node attribute casted to a FbxGeometry pointer. |
| 381 | * \return Pointer to the geometry object. |
| 382 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 383 | * be successfully casted, this method will return \c NULL. |
| 384 | * \remarks For this method to succeed, the node attribute's GetAttributeType() must returns one of the |
| 385 | * following: |
| 386 | * - FbxNodeAttribute::eMesh |
| 387 | * - FbxNodeAttribute::eNurbs |
| 388 | * - FbxNodeAttribute::eNurbsSurface |
| 389 | * - FbxNodeAttribute::ePatch |
| 390 | * - FbxNodeAttribute::eNurbsCurve |
| 391 | * - FbxNodeAttribute::eBoundary |
| 392 | * - FbxNodeAttribute::eTrimNurbsSurface |
| 393 | * - FbxNodeAttribute::eSubDiv |
| 394 | * - FbxNodeAttribute::eLine |
| 395 | */ |
| 396 | FbxGeometry* GetGeometry(); |
| 397 | |
| 398 | /** Get the node attribute casted to a FbxMesh pointer. |
| 399 | * \return Pointer to the mesh object. |
| 400 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 401 | * find it, it will scan the list of connected node attributes and get the first |
| 402 | * object that is a FbxNodeAttribute::eMesh. |
| 403 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 404 | * be successfully casted, this method will return \c NULL. |
| 405 | */ |
| 406 | FbxMesh* GetMesh(); |
| 407 | |
| 408 | /** Get the node attribute casted to a FbxNurbs pointer. |
| 409 | * \return Pointer to the nurb object. |
| 410 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 411 | * find it, it will scan the list of connected node attributes and get the first |
| 412 | * object that is a FbxNodeAttribute::eNurbs. |
| 413 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 414 | * be successfully casted, this method will return \c NULL. |
| 415 | */ |
| 416 | FbxNurbs* GetNurbs(); |
| 417 | |
| 418 | /** Get the node attribute casted to a FbxNurbsSurface pointer. |
| 419 | * \return Pointer to the nurbs surface object. |
| 420 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 421 | * find it, it will scan the list of connected node attributes and get the first |
| 422 | * object that is a FbxNodeAttribute::eNurbsSurface. |
| 423 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 424 | * be successfully casted, this method will return \c NULL. |
| 425 | */ |
| 426 | FbxNurbsSurface* GetNurbsSurface(); |
| 427 | |
| 428 | /** Get the node attribute casted to a FbxNurbsCurve pointer. |
| 429 | * \return Pointer to the nurbs curve object. |
| 430 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 431 | * find it, it will scan the list of connected node attributes and get the first |
| 432 | * object that is a FbxNodeAttribute::eNurbsCurve. |
| 433 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 434 | * be successfully casted, this method will return \c NULL. |
| 435 | */ |
| 436 | FbxNurbsCurve* GetNurbsCurve(); |
| 437 | |
| 438 | /** Get the node attribute casted to a FbxLine pointer. |
| 439 | * \return Pointer to the line object. |
| 440 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 441 | * find it, it will scan the list of connected node attributes and get the first |
| 442 | * object that is a FbxNodeAttribute::eLine. |
| 443 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 444 | * be successfully casted, this method will return \c NULL. |
| 445 | */ |
| 446 | FbxLine* GetLine(); |
| 447 | |
| 448 | /** Get the node attribute casted to a FbxTrimNurbsSurface pointer. |
| 449 | * \return Pointer to the trim nurbs surface object. |
| 450 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 451 | * find it, it will scan the list of connected node attributes and get the first |
| 452 | * object that is a FbxNodeAttribute::eTrimNurbsSurface. |
| 453 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 454 | * be successfully casted, this method will return \c NULL. |
| 455 | */ |
| 456 | FbxTrimNurbsSurface* GetTrimNurbsSurface(); |
| 457 | |
| 458 | /** Get the node attribute casted to a FbxSubDiv pointer. |
| 459 | * \return Pointer to the subdivision surface object. |
| 460 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 461 | * find it, it will scan the list of connected node attributes and get the first |
| 462 | * object that is a FbxNodeAttribute::eSubDiv. |
| 463 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 464 | * be successfully casted, this method will return \c NULL. |
| 465 | */ |
| 466 | FbxSubDiv* GetSubdiv(); |
| 467 | |
| 468 | /** Get the node attribute casted to a FbxPatch pointer. |
| 469 | * \return Pointer to the patch object. |
| 470 | * \remarks This method will try to process the default node attribute first. If it cannot |
| 471 | * find it, it will scan the list of connected node attributes and get the first |
| 472 | * object that is a FbxNodeAttribute::ePatch. |
| 473 | * \remarks If the above search failed to get a valid pointer or it cannot |
| 474 | * be successfully casted, this method will return \c NULL. |
| 475 | */ |
| 476 | FbxPatch* GetPatch(); |
| 477 | |
| 478 | /** Get the node attribute casted to a FbxCamera pointer. |
| 479 | * \return Pointer to the camera object. |
| 480 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 481 | * be successfully casted, this method will return \c NULL. |
| 482 | */ |
| 483 | FbxCamera* GetCamera(); |
| 484 | const FbxCamera* GetCamera() const; |
| 485 | |
| 486 | /** Get the node attribute casted to a FbxCameraStereo pointer. |
| 487 | * \return Pointer to the stereo camera object. |
| 488 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 489 | * be successfully casted, this method will return \c NULL. |
| 490 | */ |
| 491 | FbxCameraStereo* GetCameraStereo(); |
| 492 | |
| 493 | /** Get the node attribute casted to a FbxCameraSwitcher pointer. |
| 494 | * \return Pointer to the camera switcher object. |
| 495 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 496 | * be successfully casted, this method will return \c NULL. |
| 497 | */ |
| 498 | FbxCameraSwitcher* GetCameraSwitcher(); |
| 499 | |
| 500 | /** Get the node attribute casted to a FbxLight pointer. |
| 501 | * \return Pointer to the light object. |
| 502 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 503 | * be successfully casted, this method will return \c NULL. |
| 504 | */ |
| 505 | FbxLight* GetLight(); |
| 506 | const FbxLight* GetLight() const; |
| 507 | |
| 508 | /** Get the node attribute casted to a FbxOpticalReference pointer. |
| 509 | * \return Pointer to the optical reference object. |
| 510 | * \remarks If the type cast failed because there is not default node attribute set or it cannot |
| 511 | * be successfully casted, this method will return \c NULL. |
| 512 | */ |
| 513 | FbxOpticalReference* GetOpticalReference(); |
| 514 | //@} |
| 515 | |
| 516 | /** |
| 517 | * \name Transformation propagation |
| 518 | * This set of functions provides direct access to the transformation propagations settings |
| 519 | * of the FbxNode. These settings determine how transformations must be applied when |
| 520 | * evaluating a node's transformation matrix. The possible values are: |
| 521 | * - eInheritRrSs : Scaling of parent is applied in the child world after the local child rotation. |
| 522 | * - eInheritRSrs : Scaling of parent is applied in the parent world. |
| 523 | * - eInheritRrs : Scaling of parent does not affect the scaling of children. |
| 524 | */ |
| 525 | //@{ |
| 526 | /** Sets how child transforms are inherited from parent transforms. |
| 527 | * \param pInheritType One of the following values eInheritRrSs, eInheritRSrs or eInheritRrs |
| 528 | */ |
| 529 | void SetTransformationInheritType(FbxTransform::EInheritType pInheritType); |
| 530 | |
| 531 | //! Get transformation inherit type. |
| 532 | void GetTransformationInheritType(FbxTransform::EInheritType& pInheritType) const; |
| 533 | //@} |
| 534 | |
| 535 | /** |
| 536 | * \name Pivot Management |
| 537 | * Pivots are used to specify translation, rotation and scaling centers in coordinates |
| 538 | * relative to a node's origin. |
| 539 | * A node has two pivot contexts defined by the EPivotSet enumeration. The node's animation |
| 540 | * data can be converted from one pivot context to the other. Each context can be set to be |
| 541 | * either active or passive (reference). By default the two pivot contexts are passive. They |
| 542 | * need to be active to be processed during the evaluation of the node final transformation |
| 543 | * matrix. In its passive state, a pivot context can still be accessed to retrieve its content |
| 544 | * for any other required purpose. Each pivot context stores values (as FbxVector4) for: |
| 545 | * \code |
| 546 | * - Rotation offset (Roff) |
| 547 | * - Rotation pivot (Rp) |
| 548 | * - Pre-rotation (Rpre) |
| 549 | * - Post-rotation (Rpost) |
| 550 | * - Scaling offset (Soff) |
| 551 | * - Scaling pivot (Sp) |
| 552 | * - Geometric translation (Gt) |
| 553 | * - Geometric rotation (Gr) |
| 554 | * - Geometric scaling (Gs) |
| 555 | * |
| 556 | * These values combine in the matrix form to compute the World transform of the node |
| 557 | * using the formula: |
| 558 | * |
| 559 | * World = ParentWorld * T * Roff * Rp * Rpre * R * Rpost * Rp-1 * Soff * Sp * S * Sp-1 |
| 560 | * \endcode |
| 561 | * |
| 562 | * The geometric transformation (Gt * Gr * Gs) is applied only to the node attribute and after |
| 563 | * the node transformations. This transformation is not inherited across the node hierarchy. |
| 564 | * |
| 565 | * \note Please refer to the FBX SDK programmers guide for more details. |
| 566 | * |
| 567 | * The application of the pivots is performed by calling the method ConvertPivotAnimation(). Typically, |
| 568 | * you set-up the eDestinationPivot context to match what your system can directly support and leave at (0,0,0) the |
| 569 | * attributes that are not supported by your system. When the values of a specific attribute in the |
| 570 | * two contexts (source and destination) are identical, the system considers that no adjustment is |
| 571 | * required because the attribute is directly supported in the destination world. |
| 572 | * |
| 573 | * Below is an example of code that shows how the pivot information could be setup before calling ConvertPivotAnimation(). |
| 574 | * \code |
| 575 | * FbxVector4 lZero(0,0,0); |
| 576 | * FbxVector4 lOne(1,1,1); |
| 577 | * pNode->SetPivotState(FbxNode::eSourcePivot, FbxNode::ePivotActive); |
| 578 | * pNode->SetPivotState(FbxNode::eDestinationPivot, FbxNode::ePivotActive); |
| 579 | * |
| 580 | * EFbxRotationOrder lRotationOrder; |
| 581 | * pNode->GetRotationOrder(FbxNode::eSourcePivot , lRotationOrder); |
| 582 | * pNode->SetRotationOrder(FbxNode::eDestinationPivot , lRotationOrder); |
| 583 | * |
| 584 | * //For cameras and lights (without targets) let's compensate the postrotation. |
| 585 | * if( pNode->GetCamera() || pNode->GetLight() ) |
| 586 | * { |
| 587 | * if( !pNode->GetTarget() ) |
| 588 | * { |
| 589 | * FbxVector4 lRV(90, 0, 0); |
| 590 | * if( pNode->GetCamera() ) |
| 591 | * lRV.Set(0, 90, 0); |
| 592 | * |
| 593 | * FbxVector4 prV = pNode->GetPostRotation(FbxNode::eSourcePivot); |
| 594 | * FbxAMatrix lSourceR; |
| 595 | * FbxAMatrix lR(lZero, lRV, lOne); |
| 596 | * FbxVector4 res = prV; |
| 597 | * |
| 598 | * // Rotation order don't affect post rotation, so just use the default XYZ order |
| 599 | * FbxRotationOrder rOrder; |
| 600 | * rOrder.V2M(lSourceR, res); |
| 601 | * |
| 602 | * lR = lSourceR * lR; |
| 603 | * rOrder.M2V(res, lR); |
| 604 | * prV = res; |
| 605 | * pNode->SetPostRotation(FbxNode::eSourcePivot, prV); |
| 606 | * pNode->SetRotationActive(true); |
| 607 | * } |
| 608 | * |
| 609 | * // Point light do not need to be adjusted (since they radiate in all the directions). |
| 610 | * if( pNode->GetLight() && pNode->GetLight()->LightType.Get() == FbxLight::ePoint ) |
| 611 | * { |
| 612 | * pNode->SetPostRotation(FbxNode::eSourcePivot, FbxVector4(0,0,0,0)); |
| 613 | * } |
| 614 | * } |
| 615 | * // apply Pre rotations only on bones / end of chains |
| 616 | * if( pNode->GetNodeAttribute() && pNode->GetNodeAttribute()->GetAttributeType() == FbxNodeAttribute::eSkeleton |
| 617 | * || (pNode->GetMarker() && pNode->GetMarker()->GetType() == FbxMarker::eEffectorFK) |
| 618 | * || (pNode->GetMarker() && pNode->GetMarker()->GetType() == FbxMarker::eEffectorIK) ) |
| 619 | * { |
| 620 | * if( pNode->GetRotationActive() ) |
| 621 | * { |
| 622 | * pNode->SetPreRotation(FbxNode::eDestinationPivot, pNode->GetPreRotation(FbxNode::eSourcePivot)); |
| 623 | * } |
| 624 | * |
| 625 | * // No pivots on bones |
| 626 | * pNode->SetRotationPivot(FbxNode::eDestinationPivot, lZero); |
| 627 | * pNode->SetScalingPivot(FbxNode::eDestinationPivot, lZero); |
| 628 | * pNode->SetRotationOffset(FbxNode::eDestinationPivot,lZero); |
| 629 | * pNode->SetScalingOffset(FbxNode::eDestinationPivot, lZero); |
| 630 | * } |
| 631 | * else |
| 632 | * { |
| 633 | * // any other type: no pre-rotation support but... |
| 634 | * pNode->SetPreRotation(FbxNode::eDestinationPivot, lZero); |
| 635 | * |
| 636 | * // support for rotation and scaling pivots. |
| 637 | * pNode->SetRotationPivot(FbxNode::eDestinationPivot, pNode->GetRotationPivot(FbxNode::eSourcePivot)); |
| 638 | * pNode->SetScalingPivot(FbxNode::eDestinationPivot, pNode->GetScalingPivot(FbxNode::eSourcePivot)); |
| 639 | * // Rotation and scaling offset are supported |
| 640 | * pNode->SetRotationOffset(FbxNode::eDestinationPivot, pNode->GetRotationOffset(FbxNode::eSourcePivot)); |
| 641 | * pNode->SetScalingOffset(FbxNode::eDestinationPivot, pNode->GetScalingOffset(FbxNode::eSourcePivot)); |
| 642 | * // |
| 643 | * // If we don't "support" scaling pivots, we can simply do: |
| 644 | * // pNode->SetRotationPivot(FbxNode::eDestinationPivot, lZero); |
| 645 | * // pNode->SetScalingPivot(FbxNode::eDestinationPivot, lZero); |
| 646 | * } |
| 647 | * \endcode |
| 648 | * |
| 649 | */ |
| 650 | //@{ |
| 651 | /** \enum EPivotSet Pivot context identifier. |
| 652 | */ |
| 653 | enum EPivotSet |
| 654 | { |
| 655 | eSourcePivot, //!< The source pivot context. |
| 656 | eDestinationPivot //!< The destination pivot context. |
| 657 | }; |
| 658 | |
| 659 | /** \enum EPivotState Pivot context state. |
| 660 | */ |
| 661 | enum EPivotState |
| 662 | { |
| 663 | ePivotActive, //!< The pivot context with this state is affecting the node's transform computation. |
| 664 | ePivotReference //!< The pivot context with this state is not used during the node transform computation but can be accessed for reference purposes. |
| 665 | }; |
| 666 | |
| 667 | /** Change the state of the pivot context. |
| 668 | * \param pPivotSet Specify which pivot context is manipulated. |
| 669 | * \param pPivotState The new state of the pivot context. |
| 670 | */ |
| 671 | void SetPivotState(EPivotSet pPivotSet, EPivotState pPivotState); |
| 672 | |
| 673 | /** Get the pivot context state. |
| 674 | * The returned value tells if this pivot context is used in the |
| 675 | * evaluation of the node transform or not. |
| 676 | * \param pPivotSet Specify which pivot context is queried. |
| 677 | * \param pPivotState The current state of the pivot set. |
| 678 | */ |
| 679 | void GetPivotState(EPivotSet pPivotSet, EPivotState& pPivotState) const; |
| 680 | |
| 681 | /** Set rotation space |
| 682 | * Determine the rotation space (Euler or Spheric) and the rotation order. |
| 683 | * \param pPivotSet Specify which pivot context is manipulated. |
| 684 | * \param pRotationOrder The new value for the pivot rotation order. |
| 685 | */ |
| 686 | void SetRotationOrder(EPivotSet pPivotSet, EFbxRotationOrder pRotationOrder); |
| 687 | |
| 688 | /** Get rotation order |
| 689 | * \param pPivotSet Specify which pivot context is queried. |
| 690 | * \param pRotationOrder The current value of the pivot rotation order. |
| 691 | */ |
| 692 | void GetRotationOrder(EPivotSet pPivotSet, EFbxRotationOrder& pRotationOrder) const; |
| 693 | |
| 694 | /** Set rotation space for limit only. |
| 695 | * \param pPivotSet Specify which pivot context is manipulated. |
| 696 | * \param pUseForLimitOnly When set to \c true, the current rotation space |
| 697 | * (set with SetRotationOrder) define the rotation space for |
| 698 | * the limit only; leaving the rotation animation in |
| 699 | * Euler XYZ space. When set to \c false, the current rotation |
| 700 | * space defines the rotation space for both the limits and the |
| 701 | * rotation animation data. |
| 702 | */ |
| 703 | void SetUseRotationSpaceForLimitOnly(EPivotSet pPivotSet, bool pUseForLimitOnly); |
| 704 | |
| 705 | /** Get rotation space for limit only. |
| 706 | * \param pPivotSet Specify which pivot context is queried. |
| 707 | * \return The current rotation space limit flag value. |
| 708 | */ |
| 709 | bool GetUseRotationSpaceForLimitOnly(EPivotSet pPivotSet) const; |
| 710 | |
| 711 | /** Set the RotationActive state. |
| 712 | * \param pVal The new state of the property. |
| 713 | * \remarks When this flag is set to false, the RotationOrder, the Pre/Post rotation values |
| 714 | * and the rotation limits should be ignored. |
| 715 | */ |
| 716 | void SetRotationActive(bool pVal); |
| 717 | |
| 718 | /** Get the RotationActive state. |
| 719 | * \return The value of the RotationActive flag. |
| 720 | */ |
| 721 | bool GetRotationActive() const; |
| 722 | |
| 723 | /** Specify which Quaternion interpolation mode is used on the pivot context. |
| 724 | * \param pPivotSet Specify which pivot context is manipulated. |
| 725 | * \param pQuatIterp The new value. |
| 726 | * \remarks When the \e pPivotSet is eSourcePivot, this method also updates the value of the |
| 727 | * QuaternionInterpolate property. |
| 728 | */ |
| 729 | void SetQuaternionInterpolation(EPivotSet pPivotSet, EFbxQuatInterpMode pQuatIterp); |
| 730 | |
| 731 | /** Get the Quaternion interpolation mode of the pivot context. |
| 732 | * \param pPivotSet Specify which pivot context is queried. |
| 733 | * \return The current mode set on the pivot context. |
| 734 | */ |
| 735 | EFbxQuatInterpMode GetQuaternionInterpolation(EPivotSet pPivotSet) const; |
| 736 | |
| 737 | /** Set the rotation stiffness. |
| 738 | * The stiffness attribute is used by IK solvers to generate a resistance |
| 739 | * to a joint motion. The higher the stiffness the less it will rotate. |
| 740 | * Stiffness works in a relative sense: it determines the willingness of |
| 741 | * this joint to rotate with respect to the other joint in the IK chain. |
| 742 | * \param pRotationStiffness The rotation stiffness values are limited to |
| 743 | * the range [0, 100]. |
| 744 | */ |
| 745 | void SetRotationStiffness(FbxVector4 pRotationStiffness); |
| 746 | |
| 747 | /** Get the rotation stiffness |
| 748 | * \return The currently set rotation stiffness values. |
| 749 | */ |
| 750 | FbxVector4 GetRotationStiffness() const; |
| 751 | |
| 752 | /** Set the minimum damp range angles. |
| 753 | * This attributes apply resistance to a joint rotation as it approaches the |
| 754 | * lower boundary of its rotation limits. This functionality allows joint |
| 755 | * motion to slow down smoothly until the joint reaches its rotation limits |
| 756 | * instead of stopping abruptly. The MinDampRange specifies when the |
| 757 | * deceleration should start. |
| 758 | * \param pMinDampRange Angle, in degrees, where deceleration should start |
| 759 | */ |
| 760 | void SetMinDampRange(FbxVector4 pMinDampRange); |
| 761 | |
| 762 | /** Get the minimum damp range angles |
| 763 | * \return The currently set minimum damp range angles. |
| 764 | */ |
| 765 | FbxVector4 GetMinDampRange() const; |
| 766 | |
| 767 | /** Set the maximum damp range angles. |
| 768 | * This attributes apply resistance to a joint rotation as it approaches the |
| 769 | * upper boundary of its rotation limits. This functionality allows joint |
| 770 | * motion to slow down smoothly until the joint reaches its rotation limits |
| 771 | * instead of stopping abruptly. The MaxDampRange specifies when the |
| 772 | * deceleration should start. |
| 773 | * \param pMaxDampRange Angle, in degrees, where deceleration should start |
| 774 | */ |
| 775 | void SetMaxDampRange(FbxVector4 pMaxDampRange); |
| 776 | |
| 777 | /** Get the maximum damp range angles |
| 778 | * \return The currently set maximum damp range angles. |
| 779 | */ |
| 780 | FbxVector4 GetMaxDampRange() const; |
| 781 | |
| 782 | /** Set the minimum damp strength. |
| 783 | * This attributes apply resistance to a joint rotation as it approaches the |
| 784 | * lower boundary of its rotation limits. This functionality allows joint |
| 785 | * motion to slow down smoothly until the joint reaches its rotation limits |
| 786 | * instead of stopping abruptly. The MinDampStrength defines the |
| 787 | * rate of deceleration. |
| 788 | * \param pMinDampStrength Values are limited to the range [0, 100]. |
| 789 | */ |
| 790 | void SetMinDampStrength(FbxVector4 pMinDampStrength); |
| 791 | |
| 792 | /** Get the minimum damp strength |
| 793 | * \return The currently set minimum damp strength values. |
| 794 | */ |
| 795 | FbxVector4 GetMinDampStrength() const; |
| 796 | |
| 797 | /** Set the maximum damp strength. |
| 798 | * This attributes apply resistance to a joint rotation as it approaches the |
| 799 | * upper boundary of its rotation limits. This functionality allows joint |
| 800 | * motion to slow down smoothly until the joint reaches its rotation limits |
| 801 | * instead of stopping abruptly. The MaxDampStrength defines the |
| 802 | * rate of deceleration. |
| 803 | * \param pMaxDampStrength Values are limited to the range [0, 100]. |
| 804 | */ |
| 805 | void SetMaxDampStrength(FbxVector4 pMaxDampStrength); |
| 806 | |
| 807 | /** Get the maximum damp strength |
| 808 | * \return The currently set maximum damp strength values. |
| 809 | */ |
| 810 | FbxVector4 GetMaxDampStrength() const; |
| 811 | |
| 812 | /** Set the preferred angle. |
| 813 | * The preferredAngle attribute defines the initial joint configuration used |
| 814 | * by a single chain IK solver to calculate the inverse kinematic solution. |
| 815 | * \param pPreferedAngle Angle in degrees |
| 816 | */ |
| 817 | void SetPreferedAngle(FbxVector4 pPreferedAngle); |
| 818 | |
| 819 | /** Get the preferred angle |
| 820 | * \return The currently set preferred angle. |
| 821 | */ |
| 822 | FbxVector4 GetPreferedAngle() const; |
| 823 | |
| 824 | /** Set a translation offset for the rotation pivot. |
| 825 | * The translation offset is in coordinates relative to the node's origin. |
| 826 | * \param pPivotSet Specify which pivot set to modify. |
| 827 | * \param pVector The X,Y and Z translation values (the 4th component of the FbxVector4 is ignored). |
| 828 | */ |
| 829 | void SetRotationOffset(EPivotSet pPivotSet, FbxVector4 pVector); |
| 830 | |
| 831 | /** Get the translation offset for the rotation pivot. |
| 832 | * The translation offset is in coordinates relative to the node's origin. |
| 833 | * \param pPivotSet Specify which pivot set to to query the value. |
| 834 | * \return The X, Y and Z translation offset values (the 4th component of the FbxVector4 is always 1). |
| 835 | */ |
| 836 | const FbxVector4& GetRotationOffset(EPivotSet pPivotSet) const; |
| 837 | |
| 838 | /** Set rotation pivot. |
| 839 | * The rotation pivot is the center of rotation in coordinates relative to |
| 840 | * the node's origin. |
| 841 | * \param pPivotSet Specify which pivot set to modify. |
| 842 | * \param pVector The new position of the rotation pivot (the 4th component of the FbxVector4 is ignored). |
| 843 | */ |
| 844 | void SetRotationPivot(EPivotSet pPivotSet, FbxVector4 pVector); |
| 845 | |
| 846 | /** Get rotation pivot. |
| 847 | * The rotation pivot is the center of rotation in coordinates relative to |
| 848 | * the node's origin. |
| 849 | * \param pPivotSet Specify which pivot set to query. |
| 850 | * \return The current position of the rotation pivot (the 4th component of the FbxVector4 is always 1). |
| 851 | */ |
| 852 | const FbxVector4& GetRotationPivot(EPivotSet pPivotSet) const; |
| 853 | |
| 854 | /** Set pre-rotation in Euler angles. |
| 855 | * The pre-rotation is the rotation applied to the node before |
| 856 | * rotation animation data. |
| 857 | * \param pPivotSet Specify which pivot set to modify. |
| 858 | * \param pVector The X,Y,Z rotation values to set (the 4th component of the FbxVector4 is ignored). |
| 859 | */ |
| 860 | void SetPreRotation(EPivotSet pPivotSet, FbxVector4 pVector); |
| 861 | |
| 862 | /** Get pre-rotation in Euler angles. |
| 863 | * The pre-rotation is the rotation applied to the node before |
| 864 | * rotation animation data. |
| 865 | * \param pPivotSet Specify which pivot set to query. |
| 866 | * \return The X,Y and Z rotation values (the 4th component of the FbxVector4 is always 1). |
| 867 | */ |
| 868 | const FbxVector4& GetPreRotation(EPivotSet pPivotSet) const; |
| 869 | |
| 870 | /** Set post-rotation in Euler angles. |
| 871 | * The post-rotation is the rotation applied to the node after the |
| 872 | * rotation animation data. |
| 873 | * \param pPivotSet Specify which pivot set to modify. |
| 874 | * \param pVector The X,Y,Z rotation values to set (the 4th component of the FbxVector4 is ignored). |
| 875 | */ |
| 876 | void SetPostRotation(EPivotSet pPivotSet, FbxVector4 pVector); |
| 877 | |
| 878 | /** Get post-rotation in Euler angles. |
| 879 | * The post-rotation is the rotation applied to the node after the |
| 880 | * rotation animation data. |
| 881 | * \param pPivotSet Specify which pivot set to query. |
| 882 | * \return The X,Y and Z rotation values (the 4th component of the FbxVector4 is always 1). |
| 883 | */ |
| 884 | const FbxVector4& GetPostRotation(EPivotSet pPivotSet) const; |
| 885 | |
| 886 | /** Set a translation offset for the scaling pivot. |
| 887 | * The translation offset is in coordinates relative to the node's origin. |
| 888 | * \param pPivotSet Specify which pivot set to modify. |
| 889 | * \param pVector The X,Y and Z translation values (the 4th component of the FbxVector4 is ignored). |
| 890 | */ |
| 891 | void SetScalingOffset(EPivotSet pPivotSet, FbxVector4 pVector); |
| 892 | |
| 893 | /** Get the translation offset for the scaling pivot. |
| 894 | * The translation offset is in coordinates relative to the node's origin. |
| 895 | * \param pPivotSet Specify which pivot set to query the value. |
| 896 | * \return The X, Y and Z translation offset values (the 4th component of the FbxVector4 is always 1). |
| 897 | */ |
| 898 | const FbxVector4& GetScalingOffset(EPivotSet pPivotSet) const; |
| 899 | |
| 900 | /** Set scaling pivot. |
| 901 | * The scaling pivot is the center of scaling in coordinates relative to |
| 902 | * the node's origin. |
| 903 | * \param pPivotSet Specify which pivot set to modify. |
| 904 | * \param pVector The new position of the scaling pivot (the 4th component of the FbxVector4 is ignored). |
| 905 | */ |
| 906 | void SetScalingPivot(EPivotSet pPivotSet, FbxVector4 pVector); |
| 907 | |
| 908 | /** Get scaling pivot. |
| 909 | * The scaling pivot is the center of scaling in coordinates relative to |
| 910 | * the node's origin. |
| 911 | * \param pPivotSet Specify which pivot set to query. |
| 912 | * \return The current position of the rotation pivot (the 4th component of the FbxVector4 is always 1). |
| 913 | */ |
| 914 | const FbxVector4& GetScalingPivot(EPivotSet pPivotSet) const; |
| 915 | |
| 916 | /** Set geometric translation |
| 917 | * The geometric translation is a local translation that is applied |
| 918 | * to a node attribute only. This translation is applied to the node attribute |
| 919 | * after the node transformations. This translation is not inherited across the |
| 920 | * node hierarchy. |
| 921 | * \param pPivotSet Specify which pivot set to modify. |
| 922 | * \param pVector The X, Y, and Z translation values (the 4th component of the FbxVector4 is ignored). |
| 923 | */ |
| 924 | void SetGeometricTranslation(EPivotSet pPivotSet, FbxVector4 pVector); |
| 925 | |
| 926 | /** Get geometric translation |
| 927 | * \param pPivotSet Specify which pivot set to query. |
| 928 | * \return The current geometric translation (the 4th component of the FbxVector4 is always 1). |
| 929 | */ |
| 930 | FbxVector4 GetGeometricTranslation(EPivotSet pPivotSet) const; |
| 931 | |
| 932 | /** Set geometric rotation |
| 933 | * The geometric rotation is a local rotation that is applied |
| 934 | * to a node attribute only. This rotation is applied to the node attribute |
| 935 | * after the node transformations. This rotation is not inherited across the |
| 936 | * node hierarchy. |
| 937 | * \param pPivotSet Specify which pivot set to modify. |
| 938 | * \param pVector The X,Y and Z rotation values (the 4th component of the FbxVector4 is ignored). |
| 939 | */ |
| 940 | void SetGeometricRotation(EPivotSet pPivotSet, FbxVector4 pVector); |
| 941 | |
| 942 | /** Get geometric rotation |
| 943 | * \param pPivotSet Specify which pivot set to query. |
| 944 | * \return The current geometric rotation (the 4th component of the FbxVector4 is always 1). |
| 945 | */ |
| 946 | FbxVector4 GetGeometricRotation(EPivotSet pPivotSet) const; |
| 947 | |
| 948 | /** Set geometric scaling |
| 949 | * The geometric scaling is a local scaling that is applied |
| 950 | * to a node attribute only. This scaling is applied to the node attribute |
| 951 | * after the node transformations. This scaling is not inherited across the |
| 952 | * node hierarchy. |
| 953 | * \param pPivotSet Specify which pivot set to modify. |
| 954 | * \param pVector The X,Y and Z scale values (the 4th component of the FbxVector4 is ignored). |
| 955 | */ |
| 956 | void SetGeometricScaling(EPivotSet pPivotSet, FbxVector4 pVector); |
| 957 | |
| 958 | /** Get geometric scaling |
| 959 | * \param pPivotSet Specify which pivot set to query. |
| 960 | * \return The current geometric scaling (the 4th component of the FbxVector4 is always 1). |
| 961 | */ |
| 962 | FbxVector4 GetGeometricScaling(EPivotSet pPivotSet) const; |
| 963 | |
| 964 | /** Reset a pivot set to the default pivot context. |
| 965 | * If the node has a geometry, reset the geometry's pivot to the identity matrix. |
| 966 | * \param pPivotSet Pivot set to reset. |
| 967 | * \remarks The default pivot context is a context with all the vector attributes |
| 968 | * set to (0,0,0) except the GeometricScaling attribute that is reset to (1,1,1). |
| 969 | */ |
| 970 | void ResetPivotSet( FbxNode::EPivotSet pPivotSet ); |
| 971 | |
| 972 | /** This version is an improved version of the ConvertPivotAnimation(). It fully supports all the |
| 973 | * attributes defined in the pivot sets and can process animation data defined on different animation |
| 974 | * stack. |
| 975 | * \param pAnimStack The animation stack on which the conversion will take place. If equals \c NULL, convert the animation on all the animation stacks. |
| 976 | * \param pConversionTarget If set to EPivotSet::eDestinationPivot, |
| 977 | * convert animation data from the EPivotSet::eSourcePivot pivot context |
| 978 | * to the EPivotSet::eDestinationPivot pivot context. Otherwise, the |
| 979 | * conversion is computed the other way around. |
| 980 | * \param pFrameRate Resampling frame rate in frames per second. |
| 981 | * \param pKeyReduce Apply or skip key reducing filter. |
| 982 | * \remarks Due to the intrinsic properties of the mathematical operations performed, |
| 983 | * sometimes, it is necessary to resample animation curves to maintain the accurate |
| 984 | * conversion. When this resampling is required, the method will use the \e pFrameRate |
| 985 | * value to specify the number of samples. To avoid a huge number of keys in the animation |
| 986 | * curves, a constant key reducer filter (FbxKFCurveFilterConstantKeyReducer) is |
| 987 | * automatically applied to all the affected curves to remove as much consecutive keys |
| 988 | * that have the same value. This filter is private and its settings cannot be changed. |
| 989 | * It is possible that, after the filtering pass, the animations curves do not contain keys |
| 990 | * anymore. This is a normal result and does not affect the overall results. |
| 991 | * \note Although it is possible to call this method several times with a different |
| 992 | * AnimStack name, users must be aware that some pivot computation can irreversibly |
| 993 | * modify the geometric nodes with a cumulative effect of the \e GeometricTranslation, |
| 994 | * \e GeometricRotation and \e GeometricScaling which will produce undesirable results. It is recommended |
| 995 | * to call ConvertPivotAnimationRecursive with \p pAnimStackName = NULL and let the method convert |
| 996 | * the animation on all the Anim stacks at once. |
| 997 | * In the case when there are no geometric nodes in the scene tree, specifying the animation stack |
| 998 | * is safe and somewhat faster. |
| 999 | * If any transform limits are active, they are applied during the conversion and disabled. |
| 1000 | */ |
| 1001 | void ConvertPivotAnimationRecursive(FbxAnimStack* pAnimStack, EPivotSet pConversionTarget, double pFrameRate, bool pKeyReduce=true); |
| 1002 | |
| 1003 | /** Reset all the pivot sets to the default pivot context and convert the animation. |
| 1004 | * \param pFrameRate Resampling frame rate in frames per second. |
| 1005 | * \param pKeyReduce Apply or skip key reducing filter. |
| 1006 | * \param pToNodeCenter: Reset pivots to node center if \c true, or retain pivot places if \c false. |
| 1007 | * \param pForceResetLimits If \c true, this flag will reset all the Translation, Rotation and Scaling |
| 1008 | * limits and clears the enabled flags. |
| 1009 | * \remarks The resulting animation will be visually equivalent and all the pivots will be cleared. |
| 1010 | * The conversion is performed on all animation stacks. |
| 1011 | * \remarks Will recursively convert the animation of all the children nodes. |
| 1012 | * \remarks The \e pForceResetLimits flag has a destructive behavior and should be used only in very |
| 1013 | * limited cases where the values of the limits are not required after the call to this method. |
| 1014 | * \remarks Currently, this function just works under RSrs inherit type if pToNodeCenter is set to \c false. |
| 1015 | */ |
| 1016 | void ResetPivotSetAndConvertAnimation(double pFrameRate=30.0, bool pKeyReduce=false, bool pToNodeCenter=true, bool pForceResetLimits=false); |
| 1017 | |
| 1018 | /** Set rotation pivot as node center recursively |
| 1019 | * \param pParentGeometricOffset Offset vector to be applied. |
| 1020 | */ |
| 1021 | void SetRotationPivotAsCenterRecursive(FbxVector4 pParentGeometricOffset=FbxVector4()); |
| 1022 | //@} |
| 1023 | |
| 1024 | /** |
| 1025 | * \name Node Evaluation Functions |
| 1026 | */ |
| 1027 | //@{ |
| 1028 | /** Retrieve the proper animation evaluator to use for this node. |
| 1029 | * \return If the object has no scene, returns the default evaluator, otherwise the object's scene evaluator. */ |
| 1030 | FbxAnimEvaluator* GetAnimationEvaluator() const; |
| 1031 | |
| 1032 | /** Returns this node's global transformation matrix at the specified time. The node's translation, rotation and scaling limits are taken into consideration. |
| 1033 | * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| 1034 | * \param pPivotSet The pivot set to take into account |
| 1035 | * \param pApplyTarget Applies the necessary transform to align into the target node |
| 1036 | * \param pForceEval Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| 1037 | * \return The resulting global transform of the specified node at the specified time. |
| 1038 | * \remarks This function is the equivalent of calling Scene->GetEvaluator()->GetNodeGlobalTransform(). |
| 1039 | */ |
| 1040 | FbxAMatrix& EvaluateGlobalTransform(FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false); |
| 1041 | |
| 1042 | /** Returns this node's local transformation matrix at the specified time. The node's translation, rotation and scaling limits are taken into consideration. |
| 1043 | * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| 1044 | * \param pPivotSet The pivot set to take into account |
| 1045 | * \param pApplyTarget Applies the necessary transform to align into the target node |
| 1046 | * \param pForceEval Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| 1047 | * \return The resulting local transform of the specified node for the specified time. |
| 1048 | * \remarks The local transform matrix is calculated in this way: ParentGlobal.Inverse * Global, all transforms such as pre/post rotation are taken into consideration. |
| 1049 | * This will return a different value than LclTranslation, LclRotation and LclScaling at the specified time. To evaluate these properties separately |
| 1050 | * without taking pre/post rotation, pivots and offsets into consideration, please use GetNodeLocalTranslation(), GetNodeLocalRotation() and GetNodeLocalScaling(). |
| 1051 | * This function is the equivalent of calling Scene->GetEvaluator()->GetNodeLocalTransform(). |
| 1052 | */ |
| 1053 | FbxAMatrix& EvaluateLocalTransform(FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false); |
| 1054 | |
| 1055 | /** Returns this node's LclTranslation property at the specified time. |
| 1056 | * No pivot, offsets, or any other transform is taken into consideration. The translation limit is applied. |
| 1057 | * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| 1058 | * \param pPivotSet The pivot set to take into account |
| 1059 | * \param pApplyTarget Applies the necessary transform to align into the target node |
| 1060 | * \param pForceEval Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| 1061 | * \return The resulting value of LclTranslation property of the specified node at the specified time. |
| 1062 | * \remarks This function is the equivalent of calling Scene->GetEvaluator()->GetNodeLocalTranslation(). |
| 1063 | */ |
| 1064 | FbxVector4& EvaluateLocalTranslation(FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false); |
| 1065 | |
| 1066 | /** Returns this node's LclRotation property at the specified time. |
| 1067 | * No pre/post rotation, rotation pivot, rotation offset or any other transform is taken into consideration. The rotation limit is applied. |
| 1068 | * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| 1069 | * \param pPivotSet The pivot set to take into account |
| 1070 | * \param pApplyTarget Applies the necessary transform to align into the target node |
| 1071 | * \param pForceEval Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| 1072 | * \return The resulting value of LclRotation property of the specified node at the specified time. |
| 1073 | * \remarks This function is the equivalent of calling Scene->GetEvaluator()->GetNodeLocalRotation(). |
| 1074 | */ |
| 1075 | FbxVector4& EvaluateLocalRotation(FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false); |
| 1076 | |
| 1077 | /** Returns this node's LclScaling property at the specified time. |
| 1078 | * No scaling pivot, scaling offset or any other transform is taken into consideration. The scaling limit is applied. |
| 1079 | * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation. |
| 1080 | * \param pPivotSet The pivot set to take into account |
| 1081 | * \param pApplyTarget Applies the necessary transform to align into the target node |
| 1082 | * \param pForceEval Force the evaluator to refresh the evaluation state cache even if its already up-to-date. |
| 1083 | * \return The resulting value of LclScaling property of the specified node at the specified time. |
| 1084 | * \remarks This function is the equivalent of calling Scene->GetEvaluator()->GetNodeLocalScaling(). |
| 1085 | */ |
| 1086 | FbxVector4& EvaluateLocalScaling(FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode::EPivotSet pPivotSet=FbxNode::eSourcePivot, bool pApplyTarget=false, bool pForceEval=false); |
| 1087 | |
| 1088 | /** Compute the node's bounding box and its center in global coordinates. |
| 1089 | * \param pBBoxMin The minimum value of the bounding box upon successful return. |
| 1090 | * \param pBBoxMax The maximum value of the bounding box upon successful return. |
| 1091 | * \param pBBoxCenter The center value of the bounding box upon successful return. |
| 1092 | * \param pTime If different from FBXSDK_TIME_INFINITE, time used to compute the bounding box for deformed geometry. |
| 1093 | * \return \c true if successful, otherwise \c false. |
| 1094 | * \remark If geometry have been unloaded from memory, their bounding box cannot be calculated and will use any value set previously. */ |
| 1095 | bool EvaluateGlobalBoundingBoxMinMaxCenter(FbxVector4& pBBoxMin, FbxVector4& pBBoxMax, FbxVector4& pBBoxCenter, const FbxTime& pTime=FBXSDK_TIME_INFINITE); |
| 1096 | |
| 1097 | /** Compute closest ray intersection point with mesh attributes of this node (triangle meshes only!). |
| 1098 | * \param pOut The closest intersection point from pRayOrigin location in pRayDir direction. Variable is unchanged if return value is \c false. |
| 1099 | * \param pRayOrigin The origin location to cast the ray from. |
| 1100 | * \param pRayDir The direction the cast ray to test mesh triangles from. |
| 1101 | * \param pCulling If \c true, only test triangles that are front facing, otherwise test both sides. |
| 1102 | * \param pTime The time to use to evaluate mesh deformations. |
| 1103 | * \return \c true if a triangle intersect with the ray, otherwise \c false. |
| 1104 | * \remark This function will automatically fail if the node's meshes are not triangulated. */ |
| 1105 | bool EvaluateRayIntersectionPoint(FbxVector4& pOut, const FbxVector4& pRayOrigin, const FbxVector4& pRayDir, bool pCulling=false, const FbxTime& pTime=FBXSDK_TIME_INFINITE); |
| 1106 | //@} |
| 1107 | |
| 1108 | /** |
| 1109 | * \name Character Link |
| 1110 | */ |
| 1111 | //@{ |
| 1112 | /** Get number of character links. |
| 1113 | * \return The number of character links. |
| 1114 | */ |
| 1115 | int GetCharacterLinkCount() const; |
| 1116 | |
| 1117 | /** Get character link at given index. |
| 1118 | * \param pIndex Index of character link. |
| 1119 | * \param pCharacter Pointer to receive linked character if function succeeds. |
| 1120 | * \param pCharacterLinkType Pointer to receive character link type if function succeeds, |
| 1121 | * cast to \c FbxCharacterLink::Type. |
| 1122 | * \param pNodeId Pointer to receive the node ID if function succeeds. This ID should be casted |
| 1123 | * to \c FbxCharacter::ENodeId type when the character link type is \c eCharacterLink or |
| 1124 | * \c eControlSetLink else to the \c FbxEffector::ENodeId type if the character link type is |
| 1125 | * \c eControlSetEffector or \c eControlSetEffectorAux. |
| 1126 | * \param pNodeSubId For internal use. |
| 1127 | * \return \c false if the index is out of range or any of the pointer arguments is NULL. |
| 1128 | */ |
| 1129 | bool GetCharacterLink(int pIndex, FbxCharacter** pCharacter, int* pCharacterLinkType, int* pNodeId, int* pNodeSubId); |
| 1130 | |
| 1131 | /** Looks if the given character link exists on this node. |
| 1132 | * \param pCharacter Character searched. |
| 1133 | * \param pCharacterLinkType Character link type searched. Its value must be one of |
| 1134 | * the \c FbxCharacterLink::Type symbols.. |
| 1135 | * \param pNodeId Node ID searched. If \e pCharacterLinkType is \c eCharacterLink or \c eControlSetLink |
| 1136 | * the \e pNodeId value is casted to the \c FbxCharacter::ENodeId type. If the \e pCharacterLinkType |
| 1137 | * is \c eControlSetEffector or \c eControlSetEffectorAux then the \e pNodeId is casted to the |
| 1138 | * \c FbxEffector::ENodeId type. |
| 1139 | * \param pNodeSubId For internal use. |
| 1140 | * \return Index of found character link if it exists, -1 otherwise. |
| 1141 | */ |
| 1142 | int FindCharacterLink(FbxCharacter* pCharacter, int pCharacterLinkType, int pNodeId, int pNodeSubId) const; |
| 1143 | //@} |
| 1144 | |
| 1145 | /** Find out start and end time of the animation curves for this node (and its children). |
| 1146 | * \param pInterval This node's animation interval. |
| 1147 | * \param pAnimStack Animation stack where to retrieve animation curves. |
| 1148 | * \param pAnimLayerId Specific animation layer on the animStack to use. |
| 1149 | * \return \c true if the node (or its children) is animated, \c false otherwise. |
| 1150 | * \remarks If pAnimStack is left NULL, the function will try to get the first AnimStack that is connected |
| 1151 | * to the scene. \e pAnimLayerId represent the index of the connection. For example, the call: |
| 1152 | * \code |
| 1153 | * lNode->GetAnimationInterval(span, myStack, 3); |
| 1154 | * \endcode |
| 1155 | * will scan all the animation curves of this node, and it's children, that are defined on the third |
| 1156 | * animation layer of \c myStack. |
| 1157 | */ |
| 1158 | bool GetAnimationInterval(FbxTimeSpan& pInterval, FbxAnimStack* pAnimStack=NULL, int pAnimLayerId=0); |
| 1159 | |
| 1160 | /** |
| 1161 | * \name Material Management |
| 1162 | */ |
| 1163 | //@{ |
| 1164 | /** Add a material to this node. |
| 1165 | * \param pMaterial The material to add. |
| 1166 | * \return non-negative index of added material, or -1 on error. |
| 1167 | */ |
| 1168 | int AddMaterial(FbxSurfaceMaterial* pMaterial); |
| 1169 | |
| 1170 | /** Remove a material from this node. |
| 1171 | * \param pMaterial The material to remove. |
| 1172 | * \return true on success, false otherwise |
| 1173 | */ |
| 1174 | bool RemoveMaterial(FbxSurfaceMaterial* pMaterial); |
| 1175 | |
| 1176 | /** |
| 1177 | * \return The number of materials applied to this node. |
| 1178 | * \remarks If this node has an instanced node attribute, it is possible |
| 1179 | * to have a material applied to this node more than once. The material |
| 1180 | * count may not reflect the distinct material count. |
| 1181 | */ |
| 1182 | int GetMaterialCount() const; |
| 1183 | |
| 1184 | /** Access a material on this node. |
| 1185 | * \param pIndex Valid range is [0, GetMaterialCount() - 1] |
| 1186 | * \return The pIndex-th material, or NULL if pIndex is invalid. |
| 1187 | */ |
| 1188 | FbxSurfaceMaterial* GetMaterial(int pIndex) const; |
| 1189 | |
| 1190 | /** Remove all materials applied to this node. |
| 1191 | */ |
| 1192 | void RemoveAllMaterials(); |
| 1193 | |
| 1194 | /** Find an applied material with the given name. |
| 1195 | * \param pName The requested name |
| 1196 | * \return an index to a material, or -1 if no applied material |
| 1197 | * has the requested name. |
| 1198 | */ |
| 1199 | int GetMaterialIndex(const char* pName) const; |
| 1200 | //@} |
| 1201 | |
| 1202 | /** |
| 1203 | * \name Public and fast access Properties |
| 1204 | */ |
| 1205 | //@{ |
| 1206 | /** This property contains the translation information of the node |
| 1207 | * |
| 1208 | * To access this property do: LclTranslation.Get(). |
| 1209 | * To set this property do: LclTranslation.Set(FbxDouble3). |
| 1210 | * |
| 1211 | * Default value is 0.,0.,0. |
| 1212 | */ |
| 1213 | FbxPropertyT<FbxDouble3> LclTranslation; |
| 1214 | |
| 1215 | /** This property contains the rotation information of the node |
| 1216 | * |
| 1217 | * To access this property do: LclRotation.Get(). |
| 1218 | * To set this property do: LclRotation.Set(FbxDouble3). |
| 1219 | * |
| 1220 | * Default value is 0.,0.,0. |
| 1221 | */ |
| 1222 | FbxPropertyT<FbxDouble3> LclRotation; |
| 1223 | |
| 1224 | /** This property contains the scaling information of the node |
| 1225 | * |
| 1226 | * To access this property do: LclScaling.Get(). |
| 1227 | * To set this property do: LclScaling.Set(FbxDouble3). |
| 1228 | * |
| 1229 | * Default value is 1.,1.,1. |
| 1230 | */ |
| 1231 | FbxPropertyT<FbxDouble3> LclScaling; |
| 1232 | |
| 1233 | /** This property contains the visibility information of the node. |
| 1234 | * The assumed behavior of this property is to affect the visibility of the node, all the |
| 1235 | * nodes attributes connected to it as well as all its descendants. This property can be |
| 1236 | * animated. |
| 1237 | * |
| 1238 | * To access this property do: Visibility.Get(). |
| 1239 | * To set this property do: Visibility.Set(FbxDouble). |
| 1240 | * |
| 1241 | * Default value is 1. |
| 1242 | * \remarks \li This property holds values ranging from 0.0 to 1.0 where the value 0.0 means |
| 1243 | * a totally invisible object, the value 1.0, a full visible object and anything inbetween, a |
| 1244 | * percentage degree of visibility.\n |
| 1245 | * |
| 1246 | * \li Since not all the applications may support a degree of visibility, it is agreed that |
| 1247 | * a value of 0.0 means invisible and anything else means visible. |
| 1248 | * |
| 1249 | * \see Show property. |
| 1250 | */ |
| 1251 | FbxPropertyT<FbxDouble> Visibility; |
| 1252 | |
| 1253 | /** This property contains the visibility inheritance flag that allow applications to modify |
| 1254 | * the Visibility property interpretation. By default, this value is set to \c true because it is |
| 1255 | * assumed (as explained in the Visibility property description) that the node visibility is inherited |
| 1256 | * from its parent. In other words, applications should always process the Visibility property of the |
| 1257 | * node and, depending on its value, decide whether or not the node has to be displayed. After |
| 1258 | * this first assessment, check the node VisibilityInheritance flag. If its value is set to \c false then |
| 1259 | * move to the next object, else use the parent's Visibility value and modify this node display state |
| 1260 | * by performing the logical AND operation between this node Visibility property and its parent's. |
| 1261 | * |
| 1262 | * To access this property do: VisibilityInheritance.Get(). |
| 1263 | * To set this property do: VisibilityInheritance.Set(FbxBool). |
| 1264 | * |
| 1265 | * Default value is \c true. |
| 1266 | * \remarks This property is non-animatable and is not used inside the FBX SDK but it is guaranteed |
| 1267 | * to exist in FBX files with version 7.2 and above. |
| 1268 | * \see Visibility property. |
| 1269 | */ |
| 1270 | FbxPropertyT<FbxBool> VisibilityInheritance; |
| 1271 | |
| 1272 | |
| 1273 | /** This property contains the quaternion interpolate flag of the node |
| 1274 | * |
| 1275 | * To access this property do: QuaternionInterpolate.Get(). |
| 1276 | * To set this property do: QuaternionInterpolate.Set(EFbxQuatInterpMode). |
| 1277 | * |
| 1278 | * Default value is eQuatInterpOff. |
| 1279 | */ |
| 1280 | FbxPropertyT<EFbxQuatInterpMode> QuaternionInterpolate; |
| 1281 | |
| 1282 | /** This property contains the rotation offset information of the node |
| 1283 | * |
| 1284 | * To access this property do: RotationOffset.Get(). |
| 1285 | * To set this property do: RotationOffset.Set(FbxDouble3). |
| 1286 | * |
| 1287 | * Default value is 0.,0.,0. |
| 1288 | */ |
| 1289 | FbxPropertyT<FbxDouble3> RotationOffset; |
| 1290 | |
| 1291 | /** This property contains the rotation pivot information of the node |
| 1292 | * |
| 1293 | * To access this property do: RotationPivot.Get(). |
| 1294 | * To set this property do: RotationPivot.Set(FbxDouble3). |
| 1295 | * |
| 1296 | * Default value is 0.,0.,0. |
| 1297 | */ |
| 1298 | FbxPropertyT<FbxDouble3> RotationPivot; |
| 1299 | |
| 1300 | /** This property contains the scaling offset information of the node |
| 1301 | * |
| 1302 | * To access this property do: ScalingOffset.Get(). |
| 1303 | * To set this property do: ScalingOffset.Set(FbxDouble3). |
| 1304 | * |
| 1305 | * Default value is 0.,0.,0. |
| 1306 | */ |
| 1307 | FbxPropertyT<FbxDouble3> ScalingOffset; |
| 1308 | |
| 1309 | /** This property contains the scaling pivot information of the node |
| 1310 | * |
| 1311 | * To access this property do: ScalingPivot.Get(). |
| 1312 | * To set this property do: ScalingPivot.Set(FbxDouble3). |
| 1313 | * |
| 1314 | * Default value is 0.,0.,0. |
| 1315 | */ |
| 1316 | FbxPropertyT<FbxDouble3> ScalingPivot; |
| 1317 | |
| 1318 | /** This property enables or disables the limit on translation. |
| 1319 | * When set to \c false the object can translate in any direction without limitations. |
| 1320 | * Else the |
| 1321 | * \ref TranslationMinX, \ref TranslationMinY, \ref TranslationMinZ, |
| 1322 | * \ref TranslationMaxX, \ref TranslationMaxY and \ref TranslationMaxZ flags are used to |
| 1323 | * limit the translation on each individual axis. |
| 1324 | * |
| 1325 | * To access this property do: TranslationActive.Get(). |
| 1326 | * To set this property do: TranslationActive.Set(FbxBool). |
| 1327 | * |
| 1328 | * Default value is false. |
| 1329 | */ |
| 1330 | FbxPropertyT<FbxBool> TranslationActive; |
| 1331 | |
| 1332 | /** This property sets the minimum translation values the object can occupy on each individual axis. |
| 1333 | * |
| 1334 | * To access this property do: TranslationMin.Get(). |
| 1335 | * To set this property do: TranslationMin.Set(FbxDouble3). |
| 1336 | * Default value is 0.,0.,0. |
| 1337 | * |
| 1338 | */ |
| 1339 | FbxPropertyT<FbxDouble3> TranslationMin; |
| 1340 | |
| 1341 | /** This property sets the maximum translation values the object can occupy on each individual axis. |
| 1342 | * |
| 1343 | * To access this property do: TranslationMax.Get(). |
| 1344 | * To set this property do: TranslationMax.Set(FbxDouble3). |
| 1345 | * Default value is 0.,0.,0. |
| 1346 | * |
| 1347 | */ |
| 1348 | FbxPropertyT<FbxDouble3> TranslationMax; |
| 1349 | |
| 1350 | /** This property enables or disables the limit on translation X. |
| 1351 | * When set to \c true, the object translation is constrained by the value of \ref TranslationMin. |
| 1352 | * |
| 1353 | * To access this property do: TranslationMinX.Get(). |
| 1354 | * To set this property do: TranslationMinX.Set(FbxBool). |
| 1355 | * |
| 1356 | * Default value is false. |
| 1357 | */ |
| 1358 | FbxPropertyT<FbxBool> TranslationMinX; |
| 1359 | |
| 1360 | /** This property enables or disables the limit on translation Y. |
| 1361 | * When set to \c true, the object translation is constrained by the value of \ref TranslationMin. |
| 1362 | * |
| 1363 | * To access this property do: TranslationMinY.Get(). |
| 1364 | * To set this property do: TranslationMinY.Set(FbxBool). |
| 1365 | * |
| 1366 | * Default value is false. |
| 1367 | */ |
| 1368 | FbxPropertyT<FbxBool> TranslationMinY; |
| 1369 | |
| 1370 | |
| 1371 | /** This property enables or disables the limit on translation Z. |
| 1372 | * When set to \c true, the object translation is constrained by the value of \ref TranslationMin. |
| 1373 | * |
| 1374 | * To access this property do: TranslationMinZ.Get(). |
| 1375 | * To set this property do: TranslationMinZ.Set(FbxBool). |
| 1376 | * |
| 1377 | * Default value is false. |
| 1378 | */ |
| 1379 | FbxPropertyT<FbxBool> TranslationMinZ; |
| 1380 | |
| 1381 | /** This property enables or disables the limit on translation X. |
| 1382 | * When set to \c true, the object translation is constrained by the value of \ref TranslationMax. |
| 1383 | * |
| 1384 | * To access this property do: TranslationMaxX.Get(). |
| 1385 | * To set this property do: TranslationMaxX.Set(FbxBool). |
| 1386 | * |
| 1387 | * Default value is false. |
| 1388 | */ |
| 1389 | FbxPropertyT<FbxBool> TranslationMaxX; |
| 1390 | |
| 1391 | /** This property enables or disables the limit on translation Y. |
| 1392 | * When set to \c true, the object translation is constrained by the value of \ref TranslationMax. |
| 1393 | * |
| 1394 | * To access this property do: TranslationMaxY.Get(). |
| 1395 | * To set this property do: TranslationMaxY.Set(FbxBool). |
| 1396 | * |
| 1397 | * Default value is false. |
| 1398 | */ |
| 1399 | FbxPropertyT<FbxBool> TranslationMaxY; |
| 1400 | |
| 1401 | /** This property enables or disables the limit on translation Z. |
| 1402 | * When set to \c true, the object translation is constrained by the value of \ref TranslationMax. |
| 1403 | * |
| 1404 | * To access this property do: TranslationMaxZ.Get(). |
| 1405 | * To set this property do: TranslationMaxZ.Set(FbxBool). |
| 1406 | * |
| 1407 | * Default value is false. |
| 1408 | */ |
| 1409 | FbxPropertyT<FbxBool> TranslationMaxZ; |
| 1410 | |
| 1411 | /** This property contains the rotation order information of the node |
| 1412 | * |
| 1413 | * To access this property do: RotationOrder.Get(). |
| 1414 | * To set this property do: RotationOrder.Set(EFbxRotationOrder). |
| 1415 | * Default value is eEulerXYZ. |
| 1416 | * |
| 1417 | */ |
| 1418 | FbxPropertyT<EFbxRotationOrder> RotationOrder; |
| 1419 | |
| 1420 | /** This property contains the rotation space for limit only flag of the node. |
| 1421 | * When set to \c true, the Rotation space is applied only on the limit data (provided the \ref RotationActive is |
| 1422 | * also \c true). |
| 1423 | * |
| 1424 | * To access this property do: RotationSpaceForLimitOnly.Get(). |
| 1425 | * To set this property do: RotationSpaceForLimitOnly.Set(FbxBool). |
| 1426 | * |
| 1427 | * Default value is false. |
| 1428 | */ |
| 1429 | FbxPropertyT<FbxBool> RotationSpaceForLimitOnly; |
| 1430 | |
| 1431 | /** This property contains the x value of the rotation stiffness of the node |
| 1432 | * |
| 1433 | * To access this property do: RotationStiffnessX.Get(). |
| 1434 | * To set this property do: RotationStiffnessX.Set(FbxDouble). |
| 1435 | * |
| 1436 | * Default value is 0. |
| 1437 | */ |
| 1438 | FbxPropertyT<FbxDouble> RotationStiffnessX; |
| 1439 | |
| 1440 | /** This property contains the y value of the rotation stiffness of the node |
| 1441 | * |
| 1442 | * To access this property do: RotationStiffnessY.Get(). |
| 1443 | * To set this property do: RotationStiffnessY.Set(FbxDouble). |
| 1444 | * |
| 1445 | * Default value is 0. |
| 1446 | */ |
| 1447 | FbxPropertyT<FbxDouble> RotationStiffnessY; |
| 1448 | |
| 1449 | /** This property contains the z value of the rotation stiffness of the node |
| 1450 | * |
| 1451 | * To access this property do: RotationStiffnessZ.Get(). |
| 1452 | * To set this property do: RotationStiffnessZ.Set(FbxDouble). |
| 1453 | * |
| 1454 | * Default value is 0. |
| 1455 | */ |
| 1456 | FbxPropertyT<FbxDouble> RotationStiffnessZ; |
| 1457 | |
| 1458 | /** This property contains axis length information of the node |
| 1459 | * |
| 1460 | * To access this property do: AxisLen.Get(). |
| 1461 | * To set this property do: AxisLen.Set(FbxDouble). |
| 1462 | * |
| 1463 | * Default value is 10. |
| 1464 | */ |
| 1465 | FbxPropertyT<FbxDouble> AxisLen; |
| 1466 | |
| 1467 | /** This property contains pre-rotation information of the node |
| 1468 | * |
| 1469 | * To access this property do: PreRotation.Get(). |
| 1470 | * To set this property do: PreRotation.Set(FbxDouble3). |
| 1471 | * |
| 1472 | * Default value is 0.,0.,0. |
| 1473 | */ |
| 1474 | FbxPropertyT<FbxDouble3> PreRotation; |
| 1475 | |
| 1476 | /** This property contains post-rotation information of the node |
| 1477 | * |
| 1478 | * To access this property do: PostRotation.Get(). |
| 1479 | * To set this property do: PostRotation.Set(FbxDouble3). |
| 1480 | * |
| 1481 | * Default value is 0.,0.,0. |
| 1482 | */ |
| 1483 | FbxPropertyT<FbxDouble3> PostRotation; |
| 1484 | |
| 1485 | /** This property enables or disables the limit on rotation. |
| 1486 | * When set to \c false the object can rotate in any direction without limitations. |
| 1487 | * Else the |
| 1488 | * \ref RotationMinX, \ref RotationMinY, \ref RotationMinZ, |
| 1489 | * \ref RotationMaxX, \ref RotationMaxY and \ref RotationMaxZ flags are used to |
| 1490 | * limit the rotation on each individual axis. |
| 1491 | * \remarks The PreRotation value is applied before the limit, while the PostRotation is applied |
| 1492 | * after the limit. |
| 1493 | * |
| 1494 | * To access this property do: RotationActive.Get(). |
| 1495 | * To set this property do: RotationActive.Set(FbxBool). |
| 1496 | * |
| 1497 | * Default value is false. |
| 1498 | */ |
| 1499 | FbxPropertyT<FbxBool> RotationActive; |
| 1500 | |
| 1501 | /** This property sets the minimum rotation values the object can occupy on each individual axis. |
| 1502 | * |
| 1503 | * To access this property do: RotationMin.Get(). |
| 1504 | * To set this property do: RotationMin.Set(FbxDouble3). |
| 1505 | * |
| 1506 | * Default value is 0.,0.,0. |
| 1507 | */ |
| 1508 | FbxPropertyT<FbxDouble3> RotationMin; |
| 1509 | |
| 1510 | /** This property sets the maximum rotation values the object can occupy on each individual axis. |
| 1511 | * |
| 1512 | * To access this property do: RotationMax.Get(). |
| 1513 | * To set this property do: RotationMax.Set(FbxDouble3). |
| 1514 | * |
| 1515 | * Default value is 0.,0.,0. |
| 1516 | */ |
| 1517 | FbxPropertyT<FbxDouble3> RotationMax; |
| 1518 | |
| 1519 | /** This property enables or disables the limit on rotation X. |
| 1520 | * When set to \c true, the object rotation is constrained by the value of \ref RotationMin. |
| 1521 | * |
| 1522 | * To access this property do: RotationMinX.Get(). |
| 1523 | * To set this property do: RotationMinX.Set(FbxBool). |
| 1524 | * |
| 1525 | * Default value is false. |
| 1526 | */ |
| 1527 | FbxPropertyT<FbxBool> RotationMinX; |
| 1528 | |
| 1529 | /** This property enables or disables the limit on rotation Y. |
| 1530 | * When set to \c true, the object rotation is constrained by the value of \ref RotationMin. |
| 1531 | * |
| 1532 | * To access this property do: RotationMinY.Get(). |
| 1533 | * To set this property do: RotationMinY.Set(FbxBool). |
| 1534 | * |
| 1535 | * Default value is false. |
| 1536 | */ |
| 1537 | FbxPropertyT<FbxBool> RotationMinY; |
| 1538 | |
| 1539 | /** This property enables or disables the limit on rotation Z. |
| 1540 | * When set to \c true, the object rotation is constrained by the value of \ref RotationMin. |
| 1541 | * |
| 1542 | * To access this property do: RotationMinZ.Get(). |
| 1543 | * To set this property do: RotationMinZ.Set(FbxBool). |
| 1544 | * |
| 1545 | * Default value is false. |
| 1546 | */ |
| 1547 | FbxPropertyT<FbxBool> RotationMinZ; |
| 1548 | |
| 1549 | /** This property enables or disables the limit on rotation X. |
| 1550 | * When set to \c true, the object rotation is constrained by the value of \ref RotationMax. |
| 1551 | * |
| 1552 | * To access this property do: RotationMaxX.Get(). |
| 1553 | * To set this property do: RotationMaxX.Set(FbxBool). |
| 1554 | * |
| 1555 | * Default value is false. |
| 1556 | */ |
| 1557 | FbxPropertyT<FbxBool> RotationMaxX; |
| 1558 | |
| 1559 | /** This property enables or disables the limit on rotation Y. |
| 1560 | * When set to \c true, the object rotation is constrained by the value of \ref RotationMax. |
| 1561 | * |
| 1562 | * To access this property do: RotationMaxY.Get(). |
| 1563 | * To set this property do: RotationMaxY.Set(FbxBool). |
| 1564 | * |
| 1565 | * Default value is false. |
| 1566 | */ |
| 1567 | FbxPropertyT<FbxBool> RotationMaxY; |
| 1568 | |
| 1569 | /** This property enables or disables the limit on rotation Z. |
| 1570 | * When set to \c true, the object rotation is constrained by the value of \ref RotationMax. |
| 1571 | * |
| 1572 | * To access this property do: RotationMaxZ.Get(). |
| 1573 | * To set this property do: RotationMaxZ.Set(FbxBool). |
| 1574 | * |
| 1575 | * Default value is false. |
| 1576 | */ |
| 1577 | FbxPropertyT<FbxBool> RotationMaxZ; |
| 1578 | |
| 1579 | /** This property contains inherit type information of the node |
| 1580 | * |
| 1581 | * To access this property do: InheritType.Get(). |
| 1582 | * To set this property do: InheritType.Set(FbxTransform::EInheritType). |
| 1583 | * |
| 1584 | * Default value is eInheritRrSs. |
| 1585 | */ |
| 1586 | FbxPropertyT<FbxTransform::EInheritType> InheritType; |
| 1587 | |
| 1588 | /** This property enables or disables the limit on scaling. |
| 1589 | * When set to \c false the object can scale in any direction without limitations. |
| 1590 | * Else the |
| 1591 | * \ref ScalingMinX, \ref ScalingMinY, \ref ScalingMinZ, |
| 1592 | * \ref ScalingMaxX, \ref ScalingMaxY and \ref ScalingMaxZ flags are used to |
| 1593 | * limit the scaling on each individual axis. |
| 1594 | * |
| 1595 | * To access this property do: ScalingActive.Get(). |
| 1596 | * To set this property do: ScalingActive.Set(FbxBool). |
| 1597 | * |
| 1598 | * Default value is false. |
| 1599 | */ |
| 1600 | FbxPropertyT<FbxBool> ScalingActive; |
| 1601 | |
| 1602 | /** This property sets the minimum scaling values the object can occupy on each individual axis. |
| 1603 | * |
| 1604 | * To access this property do: ScalingMin.Get(). |
| 1605 | * To set this property do: ScalingMin.Set(FbxDouble3). |
| 1606 | * |
| 1607 | * Default value is 0.,0.,0. |
| 1608 | */ |
| 1609 | FbxPropertyT<FbxDouble3> ScalingMin; |
| 1610 | |
| 1611 | /** This property sets the maximum scaling values the object can occupy on each individual axis. |
| 1612 | * |
| 1613 | * To access this property do: ScalingMax.Get(). |
| 1614 | * To set this property do: ScalingMax.Set(FbxDouble3). |
| 1615 | * |
| 1616 | * Default value is 1.,1.,1. |
| 1617 | */ |
| 1618 | FbxPropertyT<FbxDouble3> ScalingMax; |
| 1619 | |
| 1620 | /** This property activates or disables the limit on scaling X. When active, the object scaling |
| 1621 | * is constrained by the value of \ref ScalingMin. |
| 1622 | * |
| 1623 | * To access this property do: ScalingMinX.Get(). |
| 1624 | * To set this property do: ScalingMinX.Set(FbxBool). |
| 1625 | * |
| 1626 | * Default value is false. |
| 1627 | */ |
| 1628 | FbxPropertyT<FbxBool> ScalingMinX; |
| 1629 | |
| 1630 | /** This property enables or disables the limit on scaling Y. |
| 1631 | * When set to \c true, the object scaling is constrained by the value of \ref ScalingMin. |
| 1632 | * |
| 1633 | * To access this property do: ScalingMinY.Get(). |
| 1634 | * To set this property do: ScalingMinY.Set(FbxBool). |
| 1635 | * |
| 1636 | * Default value is false. |
| 1637 | */ |
| 1638 | FbxPropertyT<FbxBool> ScalingMinY; |
| 1639 | |
| 1640 | /** This property enables or disables the limit on scaling Z. |
| 1641 | * When set to \c true, the object scaling is constrained by the value of \ref ScalingMin. |
| 1642 | * |
| 1643 | * To access this property do: ScalingMinZ.Get(). |
| 1644 | * To set this property do: ScalingMinZ.Set(FbxBool). |
| 1645 | * |
| 1646 | * Default value is false. |
| 1647 | */ |
| 1648 | FbxPropertyT<FbxBool> ScalingMinZ; |
| 1649 | |
| 1650 | /** This property enables or disables the limit on scaling X. |
| 1651 | * When set to \c true, the object scaling is constrained by the value of \ref ScalingMax. |
| 1652 | * |
| 1653 | * To access this property do: ScalingMaxX.Get(). |
| 1654 | * To set this property do: ScalingMaxX.Set(FbxBool). |
| 1655 | * |
| 1656 | * Default value is false. |
| 1657 | */ |
| 1658 | FbxPropertyT<FbxBool> ScalingMaxX; |
| 1659 | |
| 1660 | /** This property enables or disables the limit on scaling Y. |
| 1661 | * When set to \c true, the object scaling is constrained by the value of \ref ScalingMax. |
| 1662 | * |
| 1663 | * To access this property do: ScalingMaxY.Get(). |
| 1664 | * To set this property do: ScalingMaxY.Set(FbxBool). |
| 1665 | * |
| 1666 | * Default value is false. |
| 1667 | */ |
| 1668 | FbxPropertyT<FbxBool> ScalingMaxY; |
| 1669 | |
| 1670 | /** This property enables or disables the limit on scaling Z. |
| 1671 | * When set to \c true, the object scaling is constrained by the value of \ref ScalingMax. |
| 1672 | * |
| 1673 | * To access this property do: ScalingMaxZ.Get(). |
| 1674 | * To set this property do: ScalingMaxZ.Set(FbxBool). |
| 1675 | * |
| 1676 | * Default value is false. |
| 1677 | */ |
| 1678 | FbxPropertyT<FbxBool> ScalingMaxZ; |
| 1679 | |
| 1680 | /** This property contains geometric translation information of the node |
| 1681 | * |
| 1682 | * To access this property do: GeometricTranslation.Get(). |
| 1683 | * To set this property do: GeometricTranslation.Set(FbxDouble3). |
| 1684 | * |
| 1685 | * Default value is 0.,0.,0. |
| 1686 | */ |
| 1687 | FbxPropertyT<FbxDouble3> GeometricTranslation; |
| 1688 | |
| 1689 | /** This property contains geometric rotation information of the node |
| 1690 | * |
| 1691 | * To access this property do: GeometricRotation.Get(). |
| 1692 | * To set this property do: GeometricRotation.Set(FbxDouble3). |
| 1693 | * |
| 1694 | * Default value is 0.,0.,0. |
| 1695 | */ |
| 1696 | FbxPropertyT<FbxDouble3> GeometricRotation; |
| 1697 | |
| 1698 | /** This property contains geometric scaling information of the node |
| 1699 | * |
| 1700 | * To access this property do: GeometricScaling.Get(). |
| 1701 | * To set this property do: GeometricScaling.Set(FbxDouble3). |
| 1702 | * |
| 1703 | * Default value is 1.,1.,1. |
| 1704 | */ |
| 1705 | FbxPropertyT<FbxDouble3> GeometricScaling; |
| 1706 | |
| 1707 | // IK Settings |
| 1708 | ////////////////////////////////////////////////////////// |
| 1709 | |
| 1710 | /** This property contains the x component of the minimum damp range angles of the node |
| 1711 | * |
| 1712 | * To access this property do: MinDampRangeX.Get(). |
| 1713 | * To set this property do: MinDampRangeX.Set(FbxDouble). |
| 1714 | * |
| 1715 | * Default value is 0. |
| 1716 | */ |
| 1717 | FbxPropertyT<FbxDouble> MinDampRangeX; |
| 1718 | |
| 1719 | /** This property contains the y component of the minimum damp range angles of the node |
| 1720 | * |
| 1721 | * To access this property do: MinDampRangeY.Get(). |
| 1722 | * To set this property do: MinDampRangeY.Set(FbxDouble). |
| 1723 | * |
| 1724 | * Default value is 0. |
| 1725 | */ |
| 1726 | FbxPropertyT<FbxDouble> MinDampRangeY; |
| 1727 | |
| 1728 | /** This property contains the z component of the minimum damp range angles of the node |
| 1729 | * |
| 1730 | * To access this property do: MinDampRangeZ.Get(). |
| 1731 | * To set this property do: MinDampRangeZ.Set(FbxDouble). |
| 1732 | * |
| 1733 | * Default value is 0. |
| 1734 | */ |
| 1735 | FbxPropertyT<FbxDouble> MinDampRangeZ; |
| 1736 | |
| 1737 | /** This property contains the x component of the maximum damp range angles of the node |
| 1738 | * |
| 1739 | * To access this property do: MaxDampRangeX.Get(). |
| 1740 | * To set this property do: MaxDampRangeX.Set(FbxDouble). |
| 1741 | * |
| 1742 | * Default value is 0. |
| 1743 | */ |
| 1744 | FbxPropertyT<FbxDouble> MaxDampRangeX; |
| 1745 | |
| 1746 | /** This property contains the y component of the maximum damp range angles of the node |
| 1747 | * |
| 1748 | * To access this property do: MaxDampRangeY.Get(). |
| 1749 | * To set this property do: MaxDampRangeY.Set(FbxDouble). |
| 1750 | * |
| 1751 | * Default value is 0. |
| 1752 | */ |
| 1753 | FbxPropertyT<FbxDouble> MaxDampRangeY; |
| 1754 | |
| 1755 | /** This property contains the z component of the maximum damp range angles of the node |
| 1756 | * |
| 1757 | * To access this property do: MaxDampRangeZ.Get(). |
| 1758 | * To set this property do: MaxDampRangeZ.Set(FbxDouble). |
| 1759 | * |
| 1760 | * Default value is 0. |
| 1761 | */ |
| 1762 | FbxPropertyT<FbxDouble> MaxDampRangeZ; |
| 1763 | |
| 1764 | /** This property contains the x component of the minimum damp strength of the node |
| 1765 | * |
| 1766 | * To access this property do: MinDampStrengthX.Get(). |
| 1767 | * To set this property do: MinDampStrengthX.Set(FbxDouble). |
| 1768 | * |
| 1769 | * Default value is 0. |
| 1770 | */ |
| 1771 | FbxPropertyT<FbxDouble> MinDampStrengthX; |
| 1772 | |
| 1773 | /** This property contains the y component of the minimum damp strength of the node |
| 1774 | * |
| 1775 | * To access this property do: MinDampStrengthY.Get(). |
| 1776 | * To set this property do: MinDampStrengthY.Set(FbxDouble). |
| 1777 | * |
| 1778 | * Default value is 0. |
| 1779 | */ |
| 1780 | FbxPropertyT<FbxDouble> MinDampStrengthY; |
| 1781 | |
| 1782 | /** This property contains the z component of the minimum damp strength of the node |
| 1783 | * |
| 1784 | * To access this property do: MinDampStrengthZ.Get(). |
| 1785 | * To set this property do: MinDampStrengthZ.Set(FbxDouble). |
| 1786 | * |
| 1787 | * Default value is 0. |
| 1788 | */ |
| 1789 | FbxPropertyT<FbxDouble> MinDampStrengthZ; |
| 1790 | |
| 1791 | /** This property contains the x component of the maximum damp strength of the node |
| 1792 | * |
| 1793 | * To access this property do: MaxDampStrengthX.Get(). |
| 1794 | * To set this property do: MaxDampStrengthX.Set(FbxDouble). |
| 1795 | * |
| 1796 | * Default value is 0. |
| 1797 | */ |
| 1798 | FbxPropertyT<FbxDouble> MaxDampStrengthX; |
| 1799 | |
| 1800 | /** This property contains the y component of the maximum damp strength of the node |
| 1801 | * |
| 1802 | * To access this property do: MaxDampStrengthY.Get(). |
| 1803 | * To set this property do: MaxDampStrengthY.Set(FbxDouble). |
| 1804 | * |
| 1805 | * Default value is 0. |
| 1806 | */ |
| 1807 | FbxPropertyT<FbxDouble> MaxDampStrengthY; |
| 1808 | |
| 1809 | /** This property contains the z component of the maximum damp strength of the node |
| 1810 | * |
| 1811 | * To access this property do: MaxDampStrengthZ.Get(). |
| 1812 | * To set this property do: MaxDampStrengthZ.Set(FbxDouble). |
| 1813 | * |
| 1814 | * Default value is 0. |
| 1815 | */ |
| 1816 | FbxPropertyT<FbxDouble> MaxDampStrengthZ; |
| 1817 | |
| 1818 | /** This property contains the x component of the preferred angle of the node |
| 1819 | * |
| 1820 | * To access this property do: PreferedAngleX.Get(). |
| 1821 | * To set this property do: PreferedAngleX.Set(FbxDouble). |
| 1822 | * |
| 1823 | * Default value is 0. |
| 1824 | */ |
| 1825 | FbxPropertyT<FbxDouble> PreferedAngleX; |
| 1826 | |
| 1827 | /** This property contains the y component of the preferred angle of the node |
| 1828 | * |
| 1829 | * To access this property do: PreferedAngleY.Get(). |
| 1830 | * To set this property do: PreferedAngleY.Set(FbxDouble). |
| 1831 | * |
| 1832 | * Default value is 0. |
| 1833 | */ |
| 1834 | FbxPropertyT<FbxDouble> PreferedAngleY; |
| 1835 | |
| 1836 | /** This property contains the z component of the preferred angle of the node |
| 1837 | * |
| 1838 | * To access this property do: PreferedAngleZ.Get(). |
| 1839 | * To set this property do: PreferedAngleZ.Set(FbxDouble). |
| 1840 | * |
| 1841 | * Default value is 0. |
| 1842 | */ |
| 1843 | FbxPropertyT<FbxDouble> PreferedAngleZ; |
| 1844 | |
| 1845 | /////////////////////////////////////////////////////// |
| 1846 | |
| 1847 | /** This property contains lookat property of the node |
| 1848 | * |
| 1849 | * To access this property do: LookAtProperty.Get(). |
| 1850 | * To set this property do: LookAtProperty.Set(FbxReference). |
| 1851 | * |
| 1852 | */ |
| 1853 | FbxPropertyT<FbxReference> LookAtProperty; |
| 1854 | |
| 1855 | /** This property contains the up vector property of the node |
| 1856 | * |
| 1857 | * To access this property do: UpVectorProperty.Get(). |
| 1858 | * To set this property do: UpVectorProperty.Set(FbxReference). |
| 1859 | * |
| 1860 | */ |
| 1861 | FbxPropertyT<FbxReference> UpVectorProperty; |
| 1862 | |
| 1863 | /** This property contains the show information of the node. |
| 1864 | * As opposed to the Visibility property, this one cannot be animated. The assumed behavior of |
| 1865 | * this property is to represent the show/hide state of all the nodes attributes connected to this |
| 1866 | * node only. |
| 1867 | * |
| 1868 | * To access this property do: Show.Get(). |
| 1869 | * To set this property do: Show.Set(FbxBool). |
| 1870 | * |
| 1871 | * Default value is true. |
| 1872 | * |
| 1873 | * \remarks \li Because node attributes can be shared by multiple nodes (instances), the FBX SDK provides an utility |
| 1874 | * function FbxScene::SyncShowPropertyForInstance() to propagates the same Show value across all the nodes |
| 1875 | * referencing the node attribute. The applied logic is that as soon as one of these nodes has the Show |
| 1876 | * property set to \c false, all will be set to \c false (basically it is an AND operation on all the |
| 1877 | * Show flags). |
| 1878 | * |
| 1879 | * \li Depending on the support of the Show and Visibility properties that applications will implement, there |
| 1880 | * may be conflicts with these two states. In this case, it is suggested that the Visibility property |
| 1881 | * always overrides the Show. |
| 1882 | * |
| 1883 | * \see Visibility property. |
| 1884 | */ |
| 1885 | FbxPropertyT<FbxBool> Show; |
| 1886 | |
| 1887 | /** This property contains negative percent shape support information of the node |
| 1888 | * |
| 1889 | * To access this property do: NegativePercentShapeSupport.Get(). |
| 1890 | * To set this property do: NegativePercentShapeSupport.Set(FbxBool). |
| 1891 | * |
| 1892 | * Default value is true. |
| 1893 | */ |
| 1894 | FbxPropertyT<FbxBool> NegativePercentShapeSupport; |
| 1895 | |
| 1896 | /** This property contains default attribute index information of the node |
| 1897 | * |
| 1898 | * To access this property do: DefaultAttributeIndex.Get(). |
| 1899 | * To set this property do: DefaultAttributeIndex.Set(FbxInt). |
| 1900 | * |
| 1901 | * Default value is -1. |
| 1902 | */ |
| 1903 | FbxPropertyT<FbxInt> DefaultAttributeIndex; |
| 1904 | |
| 1905 | /** This property contains manipulation state information of the node |
| 1906 | * |
| 1907 | * To access this property do: Freeze.Get(). |
| 1908 | * To set this property do: Freeze.Set(FbxBool). |
| 1909 | * |
| 1910 | * Default value is false. |
| 1911 | */ |
| 1912 | FbxPropertyT<FbxBool> Freeze; |
| 1913 | |
| 1914 | /** This property contains level of detail mode information of the node |
| 1915 | * |
| 1916 | * To access this property do: LODBox.Get(). |
| 1917 | * To set this property do: LODBox.Set(FbxBool). |
| 1918 | * |
| 1919 | * True: Bounding box |
| 1920 | * False: Geometry object is displayed. |
| 1921 | * Default value is false. |
| 1922 | */ |
| 1923 | FbxPropertyT<FbxBool> LODBox; |
| 1924 | //@} |
| 1925 | |
| 1926 | /***************************************************************************************************************************** |
| 1927 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
| 1928 | *****************************************************************************************************************************/ |
| 1929 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
| 1930 | class FBXSDK_DLL Pivot |
| 1931 | { |
| 1932 | public: |
| 1933 | static const FbxVector4 sZeroVector; |
| 1934 | static const FbxVector4 sOneVector; |
| 1935 | |
| 1936 | Pivot() |
| 1937 | { |
| 1938 | mRotationOffset = NULL; |
| 1939 | mRotationPivot = NULL; |
| 1940 | mPreRotation = NULL; |
| 1941 | mPostRotation = NULL; |
| 1942 | mScalingOffset = NULL; |
| 1943 | mScalingPivot = NULL; |
| 1944 | mGeometricTranslation = NULL; |
| 1945 | mGeometricRotation = NULL; |
| 1946 | mGeometricScaling = NULL; |
| 1947 | Reset(); |
| 1948 | } |
| 1949 | ~Pivot() { Reset(); } |
| 1950 | |
| 1951 | void Reset() |
| 1952 | { |
| 1953 | FBX_SAFE_DELETE(mRotationOffset); |
| 1954 | FBX_SAFE_DELETE(mRotationPivot); |
| 1955 | FBX_SAFE_DELETE(mPreRotation); |
| 1956 | FBX_SAFE_DELETE(mPostRotation); |
| 1957 | FBX_SAFE_DELETE(mScalingOffset); |
| 1958 | FBX_SAFE_DELETE(mScalingPivot); |
| 1959 | FBX_SAFE_DELETE(mGeometricTranslation); |
| 1960 | FBX_SAFE_DELETE(mGeometricRotation); |
| 1961 | FBX_SAFE_DELETE(mGeometricScaling); |
| 1962 | mRotationOrder = eEulerXYZ; |
| 1963 | mRotationSpaceForLimitOnly = false; |
| 1964 | mPivotState = FbxNode::ePivotReference; |
| 1965 | mQuaternionInterpolate = eQuatInterpOff; |
| 1966 | } |
| 1967 | |
| 1968 | inline const FbxVector4& GetRotationOffset() const { return (mRotationOffset) ? *mRotationOffset : sZeroVector; } |
| 1969 | inline void SetRotationOffset(const FbxVector4& pV) |
| 1970 | { |
| 1971 | if( !mRotationOffset ) |
| 1972 | { |
| 1973 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 1974 | mRotationOffset = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 1975 | #else |
| 1976 | mRotationOffset = FbxNew< FbxVector4 >(pV); |
| 1977 | #endif |
| 1978 | } |
| 1979 | else |
| 1980 | { |
| 1981 | *mRotationOffset = pV; |
| 1982 | } |
| 1983 | } |
| 1984 | |
| 1985 | inline const FbxVector4& GetRotationPivot() const { return (mRotationPivot) ? *mRotationPivot : sZeroVector; } |
| 1986 | inline void SetRotationPivot(const FbxVector4& pV) |
| 1987 | { |
| 1988 | if( !mRotationPivot ) |
| 1989 | { |
| 1990 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 1991 | mRotationPivot = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 1992 | #else |
| 1993 | mRotationPivot = FbxNew< FbxVector4 >(pV); |
| 1994 | #endif |
| 1995 | } |
| 1996 | else |
| 1997 | { |
| 1998 | *mRotationPivot = pV; |
| 1999 | } |
| 2000 | } |
| 2001 | |
| 2002 | inline const FbxVector4& GetPreRotation() const { return (mPreRotation) ? *mPreRotation : sZeroVector; } |
| 2003 | inline void SetPreRotation(const FbxVector4& pV) |
| 2004 | { |
| 2005 | if( !mPreRotation ) |
| 2006 | { |
| 2007 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2008 | mPreRotation = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2009 | #else |
| 2010 | mPreRotation = FbxNew< FbxVector4 >(pV); |
| 2011 | #endif |
| 2012 | } |
| 2013 | else |
| 2014 | { |
| 2015 | *mPreRotation = pV; |
| 2016 | } |
| 2017 | } |
| 2018 | |
| 2019 | inline const FbxVector4& GetPostRotation() const { return (mPostRotation) ? *mPostRotation : sZeroVector; } |
| 2020 | inline void SetPostRotation(const FbxVector4& pV) |
| 2021 | { |
| 2022 | if( !mPostRotation ) |
| 2023 | { |
| 2024 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2025 | mPostRotation = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2026 | #else |
| 2027 | mPostRotation = FbxNew< FbxVector4 >(pV); |
| 2028 | #endif |
| 2029 | } |
| 2030 | else |
| 2031 | { |
| 2032 | *mPostRotation = pV; |
| 2033 | } |
| 2034 | } |
| 2035 | |
| 2036 | inline const FbxVector4& GetScalingOffset() const { return (mScalingOffset) ? *mScalingOffset : sZeroVector; } |
| 2037 | inline void SetScalingOffset(const FbxVector4& pV) |
| 2038 | { |
| 2039 | if( !mScalingOffset ) |
| 2040 | { |
| 2041 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2042 | mScalingOffset = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2043 | #else |
| 2044 | mScalingOffset = FbxNew< FbxVector4 >(pV); |
| 2045 | #endif |
| 2046 | } |
| 2047 | else |
| 2048 | { |
| 2049 | *mScalingOffset = pV; |
| 2050 | } |
| 2051 | } |
| 2052 | |
| 2053 | inline const FbxVector4& GetScalingPivot() const { return (mScalingPivot) ? *mScalingPivot : sZeroVector; } |
| 2054 | inline void SetScalingPivot(const FbxVector4& pV) |
| 2055 | { |
| 2056 | if( !mScalingPivot ) |
| 2057 | { |
| 2058 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2059 | mScalingPivot = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2060 | #else |
| 2061 | mScalingPivot = FbxNew< FbxVector4 >(pV); |
| 2062 | #endif |
| 2063 | } |
| 2064 | else |
| 2065 | { |
| 2066 | *mScalingPivot = pV; |
| 2067 | } |
| 2068 | } |
| 2069 | |
| 2070 | inline const FbxVector4& GetGeometricTranslation() const { return (mGeometricTranslation) ? *mGeometricTranslation : sZeroVector; } |
| 2071 | inline void SetGeometricTranslation(const FbxVector4& pV) |
| 2072 | { |
| 2073 | if( !mGeometricTranslation ) |
| 2074 | { |
| 2075 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2076 | mGeometricTranslation = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2077 | #else |
| 2078 | mGeometricTranslation = FbxNew< FbxVector4 >(pV); |
| 2079 | #endif |
| 2080 | } |
| 2081 | else |
| 2082 | { |
| 2083 | *mGeometricTranslation = pV; |
| 2084 | } |
| 2085 | } |
| 2086 | |
| 2087 | inline const FbxVector4& GetGeometricRotation() const { return (mGeometricRotation) ? *mGeometricRotation : sZeroVector; } |
| 2088 | inline void SetGeometricRotation(const FbxVector4& pV) |
| 2089 | { |
| 2090 | if( !mGeometricRotation ) |
| 2091 | { |
| 2092 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2093 | mGeometricRotation = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2094 | #else |
| 2095 | mGeometricRotation = FbxNew< FbxVector4 >(pV); |
| 2096 | #endif |
| 2097 | } |
| 2098 | else |
| 2099 | { |
| 2100 | *mGeometricRotation = pV; |
| 2101 | } |
| 2102 | } |
| 2103 | |
| 2104 | inline const FbxVector4& GetGeometricScaling() const { return (mGeometricScaling) ? *mGeometricScaling : sOneVector; } |
| 2105 | inline void SetGeometricScaling(const FbxVector4& pV) |
| 2106 | { |
| 2107 | if( !mGeometricScaling ) |
| 2108 | { |
| 2109 | #if defined(__GNUC__) && (__GNUC__ < 4) |
| 2110 | mGeometricScaling = FbxNew< FbxVector4 >((FbxVector4&)pV); |
| 2111 | #else |
| 2112 | mGeometricScaling = FbxNew< FbxVector4 >(pV); |
| 2113 | #endif |
| 2114 | } |
| 2115 | else |
| 2116 | { |
| 2117 | *mGeometricScaling = pV; |
| 2118 | } |
| 2119 | } |
| 2120 | |
| 2121 | inline EFbxRotationOrder GetRotationOrder() const { return mRotationOrder; } |
| 2122 | inline void SetRotationOrder(EFbxRotationOrder pROrder) { mRotationOrder = pROrder; } |
| 2123 | inline bool GetRotationSpaceForLimitOnly() const { return mRotationSpaceForLimitOnly; } |
| 2124 | inline void SetRotationSpaceForLimitOnly(bool pVal) { mRotationSpaceForLimitOnly = pVal; } |
| 2125 | inline EFbxQuatInterpMode GetQuaternionInterpolate() const { return mQuaternionInterpolate; } |
| 2126 | inline void SetQuaternionInterpolate(EFbxQuatInterpMode pVal) { mQuaternionInterpolate = pVal; } |
| 2127 | inline FbxNode::EPivotState GetPivotState() const { return mPivotState; } |
| 2128 | inline void SetPivotState(FbxNode::EPivotState pVal) { mPivotState = pVal; } |
| 2129 | |
| 2130 | private: |
| 2131 | FbxVector4* mRotationOffset; |
| 2132 | FbxVector4* mRotationPivot; |
| 2133 | FbxVector4* mPreRotation; |
| 2134 | FbxVector4* mPostRotation; |
| 2135 | FbxVector4* mScalingOffset; |
| 2136 | FbxVector4* mScalingPivot; |
| 2137 | FbxVector4* mGeometricTranslation; |
| 2138 | FbxVector4* mGeometricRotation; |
| 2139 | FbxVector4* mGeometricScaling; |
| 2140 | EFbxRotationOrder mRotationOrder; |
| 2141 | bool mRotationSpaceForLimitOnly; |
| 2142 | EFbxQuatInterpMode mQuaternionInterpolate; |
| 2143 | FbxNode::EPivotState mPivotState; |
| 2144 | }; |
| 2145 | |
| 2146 | class FBXSDK_DLL Pivots |
| 2147 | { |
| 2148 | public: |
| 2149 | Pivots() |
| 2150 | { |
| 2151 | for( int i = 0; i < 2; i++ ) |
| 2152 | { |
| 2153 | mIsDefault[i] = true; |
| 2154 | mPivotState[i] = FbxNode::ePivotReference; |
| 2155 | mPivot[i] = NULL; |
| 2156 | } |
| 2157 | } |
| 2158 | |
| 2159 | ~Pivots() |
| 2160 | { |
| 2161 | FbxDelete(mPivot[0]); |
| 2162 | FbxDelete(mPivot[1]); |
| 2163 | } |
| 2164 | |
| 2165 | Pivot& Get(int id) |
| 2166 | { |
| 2167 | FBX_ASSERT(id == 0 || id == 1); |
| 2168 | if (mPivot[id] == NULL && mIsDefault[id]) |
| 2169 | { |
| 2170 | smDefaultPivot.SetPivotState(mPivotState[id]); |
| 2171 | return smDefaultPivot; |
| 2172 | } |
| 2173 | |
| 2174 | if (!mPivot[id]) |
| 2175 | mPivot[id] = FbxNew< Pivot >(); |
| 2176 | |
| 2177 | FBX_ASSERT(mPivot[id] != NULL); |
| 2178 | if (mPivot[id]) |
| 2179 | mPivot[id]->SetPivotState(mPivotState[id]); |
| 2180 | |
| 2181 | return *mPivot[id]; |
| 2182 | } |
| 2183 | |
| 2184 | #define MACRO_PIVOT_VECTOR_FCTS(name, defVect) \ |
| 2185 | inline const FbxVector4& Get##name(int id) const \ |
| 2186 | {\ |
| 2187 | FBX_ASSERT(id == 0 || id == 1); \ |
| 2188 | Pivot* p = mPivot[id]; \ |
| 2189 | if (p == NULL) p = &smDefaultPivot; \ |
| 2190 | return p->Get##name(); \ |
| 2191 | }\ |
| 2192 | inline void Set##name(int id, const FbxVector4& pV) \ |
| 2193 | {\ |
| 2194 | FBX_ASSERT(id == 0 || id == 1); \ |
| 2195 | if (mIsDefault[id] && pV[0] == defVect[0] && pV[1] == defVect[1] && pV[2] == defVect[2]) return; \ |
| 2196 | mIsDefault[id] = false; \ |
| 2197 | Get(id).Set##name(pV); \ |
| 2198 | } |
| 2199 | |
| 2200 | MACRO_PIVOT_VECTOR_FCTS(RotationOffset, Pivot::sZeroVector); |
| 2201 | MACRO_PIVOT_VECTOR_FCTS(RotationPivot, Pivot::sZeroVector); |
| 2202 | MACRO_PIVOT_VECTOR_FCTS(PreRotation, Pivot::sZeroVector); |
| 2203 | MACRO_PIVOT_VECTOR_FCTS(PostRotation, Pivot::sZeroVector); |
| 2204 | MACRO_PIVOT_VECTOR_FCTS(ScalingOffset, Pivot::sZeroVector); |
| 2205 | MACRO_PIVOT_VECTOR_FCTS(ScalingPivot, Pivot::sZeroVector); |
| 2206 | MACRO_PIVOT_VECTOR_FCTS(GeometricTranslation, Pivot::sZeroVector); |
| 2207 | MACRO_PIVOT_VECTOR_FCTS(GeometricRotation, Pivot::sZeroVector); |
| 2208 | MACRO_PIVOT_VECTOR_FCTS(GeometricScaling, Pivot::sOneVector); |
| 2209 | |
| 2210 | #define MACRO_PIVOT_BOOL_FCTS(name) \ |
| 2211 | inline bool Get##name(int id) const \ |
| 2212 | {\ |
| 2213 | FBX_ASSERT(id == 0 || id == 1); \ |
| 2214 | Pivot* p = mPivot[id]; \ |
| 2215 | if (p == NULL) p = &smDefaultPivot; \ |
| 2216 | return p->Get##name(); \ |
| 2217 | }\ |
| 2218 | inline void Set##name(int id, bool pV) \ |
| 2219 | {\ |
| 2220 | FBX_ASSERT(id == 0 || id == 1); \ |
| 2221 | mIsDefault[id] = false; \ |
| 2222 | Get(id).Set##name(pV); \ |
| 2223 | } |
| 2224 | |
| 2225 | MACRO_PIVOT_BOOL_FCTS(RotationSpaceForLimitOnly); |
| 2226 | |
| 2227 | inline EFbxQuatInterpMode GetQuaternionInterpolate(int id) const |
| 2228 | { |
| 2229 | FBX_ASSERT(id == 0 || id == 1); |
| 2230 | Pivot* p = mPivot[id]; |
| 2231 | if (p == NULL) p = &smDefaultPivot; |
| 2232 | return p->GetQuaternionInterpolate(); |
| 2233 | } |
| 2234 | |
| 2235 | inline void SetQuaternionInterpolate(int id, EFbxQuatInterpMode pV) |
| 2236 | { |
| 2237 | FBX_ASSERT(id == 0 || id == 1); |
| 2238 | // If pivot has default values, and we want to set default eQuatInterpOff, |
| 2239 | // return to avoid allocating memory for the pivot (in Get(id).) |
| 2240 | if (mIsDefault[id] && pV == eQuatInterpOff) return; |
| 2241 | mIsDefault[id] = false; |
| 2242 | Get(id).SetQuaternionInterpolate(pV); |
| 2243 | } |
| 2244 | |
| 2245 | inline EFbxRotationOrder GetRotationOrder(int id) const |
| 2246 | { |
| 2247 | FBX_ASSERT(id == 0 || id == 1); |
| 2248 | Pivot* p = mPivot[id]; |
| 2249 | if (p == NULL) p = &smDefaultPivot; |
| 2250 | return p->GetRotationOrder(); |
| 2251 | } |
| 2252 | |
| 2253 | inline void SetRotationOrder(int id, EFbxRotationOrder pROrder) |
| 2254 | { |
| 2255 | FBX_ASSERT(id == 0 || id == 1); |
| 2256 | // If pivot has default values, and we want to set default rotation order eEulerXYZ, |
| 2257 | // return to avoid allocating memory for the pivot (in Get(id).) |
| 2258 | if (mIsDefault[id] && pROrder == eEulerXYZ) return; |
| 2259 | mIsDefault[id] = false; |
| 2260 | Get(id).SetRotationOrder(pROrder); |
| 2261 | } |
| 2262 | |
| 2263 | inline FbxNode::EPivotState GetPivotState(int id) const |
| 2264 | { |
| 2265 | FBX_ASSERT(id == 0 || id == 1); |
| 2266 | return mPivotState[id]; |
| 2267 | } |
| 2268 | |
| 2269 | inline void SetPivotState(int id, FbxNode::EPivotState pVal) |
| 2270 | { |
| 2271 | FBX_ASSERT(id == 0 || id == 1); |
| 2272 | if (pVal == FbxNode::ePivotReference) return; |
| 2273 | mPivotState[id] = pVal; |
| 2274 | if (mPivot[id]) |
| 2275 | mPivot[id]->SetPivotState(pVal); |
| 2276 | } |
| 2277 | |
| 2278 | #undef MACRO_PIVOT_VECTOR_FCTS |
| 2279 | #undef MACRO_PIVOT_BOOL_FCTS |
| 2280 | |
| 2281 | void Reset() |
| 2282 | { |
| 2283 | smDefaultPivot.Reset(); |
| 2284 | for (int i = 0; i < 2; i++) |
| 2285 | { |
| 2286 | mIsDefault[i] = true; |
| 2287 | mPivotState[i] = FbxNode::ePivotReference; |
| 2288 | if (mPivot[i]) mPivot[i]->Reset(); |
| 2289 | } |
| 2290 | } |
| 2291 | |
| 2292 | private: |
| 2293 | Pivot* mPivot[2]; |
| 2294 | FbxNode::EPivotState mPivotState[2]; |
| 2295 | bool mIsDefault[2]; |
| 2296 | static Pivot smDefaultPivot; |
| 2297 | }; |
| 2298 | |
| 2299 | class FBXSDK_DLL LinkToCharacter |
| 2300 | { |
| 2301 | public: |
| 2302 | bool operator==(LinkToCharacter& pLinkToCharacter) |
| 2303 | { |
| 2304 | if (mCharacter == pLinkToCharacter.mCharacter && |
| 2305 | mType == pLinkToCharacter.mType && |
| 2306 | mIndex == pLinkToCharacter.mIndex && |
| 2307 | mSubIndex == pLinkToCharacter.mSubIndex) |
| 2308 | { |
| 2309 | return true; |
| 2310 | } |
| 2311 | else return false; |
| 2312 | } |
| 2313 | |
| 2314 | FbxCharacter* mCharacter; |
| 2315 | int mType; |
| 2316 | int mIndex; |
| 2317 | int mSubIndex; |
| 2318 | }; |
| 2319 | |
| 2320 | void AddChildName(char* pChildName); |
| 2321 | char* GetChildName(FbxUInt pIndex) const; |
| 2322 | FbxUInt GetChildNameCount() const; |
| 2323 | |
| 2324 | FbxTransform& GetTransform(); |
| 2325 | FbxLimits& GetTranslationLimits(); |
| 2326 | FbxLimits& GetRotationLimits(); |
| 2327 | FbxLimits& GetScalingLimits(); |
| 2328 | Pivots& GetPivots(); |
| 2329 | |
| 2330 | void UpdatePivotsAndLimitsFromProperties(); |
| 2331 | void UpdatePropertiesFromPivotsAndLimits(); |
| 2332 | |
| 2333 | void SetRotationActiveProperty(bool pVal); |
| 2334 | void PivotSetToMBTransform(EPivotSet pPivotSet); |
| 2335 | |
| 2336 | int AddCharacterLink(FbxCharacter* pCharacter, int pCharacterLinkType, int pNodeId, int pNodeSubId); |
| 2337 | int RemoveCharacterLink(FbxCharacter* pCharacter, int pCharacterLinkType, int pNodeId, int pNodeSubId); |
| 2338 | |
| 2339 | // Duplicate this node as well as all its node attributes and the Target and UpTarget objects. |
| 2340 | FbxNode* DeepCloneWithNodeAttributes(); |
| 2341 | |
| 2342 | virtual FbxObject& Copy(const FbxObject& pObject); |
| 2343 | virtual const char* GetTypeName() const; |
| 2344 | virtual FbxStringList GetTypeFlags() const; |
| 2345 | virtual bool PropertyNotify(EPropertyNotifyType pType, FbxProperty& pProperty); |
| 2346 | |
| 2347 | enum ECullingType |
| 2348 | { |
| 2349 | eCullingOff, |
| 2350 | eCullingOnCCW, |
| 2351 | eCullingOnCW |
| 2352 | }; |
| 2353 | |
| 2354 | ECullingType mCullingType; |
| 2355 | bool mCorrectInheritType; |
| 2356 | |
| 2357 | protected: |
| 2358 | virtual void Construct(const FbxObject* pFrom); |
| 2359 | virtual void ConstructProperties(bool pForceSet); |
| 2360 | virtual void Destruct(bool pRecursive); |
| 2361 | |
| 2362 | void Reset(); |
| 2363 | bool GetAnimationIntervalRecursive(FbxTimeSpan& pTimeInterval, FbxAnimLayer* pAnimLayer); |
| 2364 | |
| 2365 | private: |
| 2366 | typedef FbxSet<FbxHandle> GeomInstSet; |
| 2367 | |
| 2368 | void ResetLimitsRecursive(FbxNode* pNode); |
| 2369 | |
| 2370 | void ConvertPivotAnimationRecurseLoop(FbxAnimStack* pAnimStack, const EPivotSet pConversionTarget, const double pFrameRate, const bool pKeyReduce, GeomInstSet& pGeomInstSet); |
| 2371 | void ConvertPivotAnimation(FbxAnimStack* pAnimStack, const EPivotSet pConversionTarget, const double pFrameRate, const bool pKeyReduce, GeomInstSet& pGeomInstSet); |
| 2372 | bool ConvertPivotAnimation_SetupMatrixConverter(FbxAnimCurveFilterMatrixConverter& pConverter, const EPivotSet& pSrcSet, const EPivotSet& pDstSet, const double pFrameRate, const bool pKeyReduce, GeomInstSet& pGeomInstSet); |
| 2373 | void ConvertPivotAnimation_ApplyGeometryPivot(const EPivotSet& pSrcSet, const EPivotSet& pDstSet, GeomInstSet& pGeomInstSet); |
| 2374 | |
| 2375 | FbxTransform mTransform; |
| 2376 | Pivots mPivots; |
| 2377 | FbxObject* mAnimCurveNodeContainer; |
| 2378 | FbxArray<FbxString*> mChildrenNameList; |
| 2379 | FbxVector4 mPostTargetRotation; |
| 2380 | FbxVector4 mTargetUpVector; |
| 2381 | FbxNode::EShadingMode mShadingMode; |
| 2382 | FbxArray<LinkToCharacter> mLinkToCharacter; |
| 2383 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
| 2384 | }; |
| 2385 | |
| 2386 | inline EFbxType FbxTypeOf(const EFbxRotationOrder&){ return eFbxEnum; } |
| 2387 | inline EFbxType FbxTypeOf(const FbxTransform::EInheritType&){ return eFbxEnum; } |
| 2388 | inline EFbxType FbxTypeOf(const EFbxQuatInterpMode&){ return eFbxEnum; } |
| 2389 | |
| 2390 | #include <fbxsdk/fbxsdk_nsend.h> |
| 2391 | |
| 2392 | #endif /* _FBXSDK_SCENE_GEOMETRY_NODE_H_ */ |
| 2393 | |